Being warriors who were old soldiers of war, such people have that supernatural style of handling their weapons in a special way. These warriors are known as samurai. Known for having blindingly fast strikes, their blades are an extension of their own body and mind. Not only is their art with the blade incredible, but they have learned to manipulate the inner Ki of themselves and other creatures.
Adventurers who learn this ancient art become feared masters of the blade, rending both body and mind. Seen only by enemies as a blur of steel before they meet an untimely end.
Hit Points (HP)
Hit Dice |
1d10 per level |
HP at Level 1 |
10 + CON modifier |
HP at higher levels |
1d10 (or 5) + CON modifier per level |
Proficiencies
Armour |
All armour |
Weapons |
Simple weapons, martial weapons, samurai swords |
Tools |
Calligrapher's Supplies |
Saving Throws |
Constitution, Charisma |
Skills |
Choose two from Athletics, History, Insight, Intimidation, Medicine, Perception, and Persuasion |
Samurai Table
Level |
Proficiency Bonus |
Abilities |
Skills Known |
Stance Uses |
Stances Known |
Ki Points |
1 |
+2 |
Ki, Attack of Opportunity* |
1 |
– |
– |
1 |
2 |
+2 |
Fighting Stance |
2 |
2 |
2 |
2 |
3 |
+2 |
Fighting Spirit, Martial Maneuver |
3 |
2 |
2 |
3 |
4 |
+2 |
Ability Score Improvement |
4 |
3 |
2 |
4 |
5 |
+3 |
Extra Attack, Fighting Spirit Improvement |
4 |
3 |
2 |
5 |
6 |
+3 |
Ability Score Improvement |
5 |
4 |
4 |
6 |
7 |
+3 |
Elegant Courtier, Martial Maneuver |
6 |
4 |
4 |
7 |
8 |
+3 |
Ability Score Improvement |
7 |
4 |
4 |
8 |
9 |
+4 |
Fighting Spirit Improvement |
7 |
4 |
4 |
9 |
10 |
+4 |
Martial Maneuver |
8 |
4 |
4 |
10 |
11 |
+4 |
Extra Attack |
9 |
4 |
4 |
11 |
12 |
+4 |
Ability Score Improvement |
10 |
5 |
4 |
12 |
13 |
+5 |
- |
10 |
5 |
4 |
13 |
14 |
+5 |
Fighting Stance (2) |
11 |
5 |
6 |
14 |
15 |
+5 |
Martial Maneuver |
12 |
5 |
6 |
15 |
16 |
+5 |
Ability Score Improvement |
13 |
5 |
6 |
16 |
17 |
+6 |
- |
13 |
6 |
6 |
17 |
18 |
+6 |
Strength Before Death |
14 |
6 |
6 |
18 |
19 |
+6 |
Ability Score Improvement |
15 |
6 |
6 |
19 |
20 |
+6 |
Wind Rider |
16 |
6 |
6 |
20 |
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armour, a longbow, and a quiver of 20 arrows
- (a) a katana or (b) a wakizashi and two daggers
- (a) a diplomat's pack or (b) a scholar's pack
Or, you could choose to start with 5d4 × 10 gp and purchase your equipment.
Class Abilities
Ki
At 1st Level, your training allows you to harness the mystic energy of Ki. Your access to this energy is represented by a number of Ki Points. The maximum number of Ki Points that you have is equal to your current Samurai level. You can spend these points to fuel various Ki abilities. When you spend a Ki Point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended Ki back into yourself. By default, you get the Ki abilities below and can learn more as you spend skill points.
Some abilities require you to make a Ki Attack, or force your opponents to make a Saving Throw. Unless otherwise stated, these are calculated as follows:
Ki Save DC = 8 + your proficiency bonus + your WIS modifier
Ki Attack Bonus = your proficiency bonus + your WIS modifier
Patient Defense ◈
You can spend 1 Ki Point to become Concealed until the start of your next turn.
(A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. Area effects aren't subject to this flat check. If the check fails, the attack, spell, or effect doesn't affect you.)
Step of the Wind ◈
You can spend 1 Ki Point to take two Movement actions. Your jump distance is doubled for these movements. You can only use Step of the Wind once per turn.
(For example, you could Stride twice, or you could Step then Stride).
Discerning Eye ◈
You can spend 1 Ki Point to ready the Help reaction, gaining 1 extra bonus reaction this round which you can only use to trigger Help.
(So, you could use Attack of Opportunity using your regular reaction, and Help using this special reaction).
Attack of Opportunity* ⮌
You are able to take advantage of any drop in guard of your enemies. You are able to use the Attack of Opportunity reaction below:
Reaction Trigger: A creature within your reach makes a ranged attack, leaves a square during its movement, uses a Manipulate action, or casts a spell with somatic (S) or material (M) components.
Effect: Make a melee weapon attack against the creature.
*Attack of Opportunity variant: You only get this feature if you are using this variant.
Fighting Stance
At 2nd Level, your time training has allowed you to perfect your ability to adapt your stance based on the opponents you face in combat.
Learning Stances
You learn two stances at 2nd level, and learn one additional stance at the 6th and 14th level. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a stance you know with another one.
Activating Stances ◇ / ◈
A stance is activated using 1 action, changed as a free action, and lasts for 1 minute, or until you activate a different stance; or if you are knocked
,
become
or
.
You can activate your Fighting Stance a number of times as shown on the Samurai Table; however, changing stances does not count as activating a stance and does not reset the time. A long rest restores all expended uses.
Upon reaching 14th level you gain the ability to activate and maintain two Stances at once.
Fighting Spirit ◈
Starting at 3rd Level, your intensity in battle can shield you and help you strike true. On your turn, you can give yourself Advantage on all weapon attack rolls until the end of your turn. When you do so, you also gain 5 temporary hit points.
You can use this feature a number of times equal to half of your proficiency bonus (rounded up), after which you regain all expended uses of it when you finish a long rest.
At 5th Level, your expended uses of Fighting Spirit replenish on a short or long rest.
At 9th Level, the amount of temporary hit points that you gain increases to 10, when you use Fighting Spirit.
Martial Maneuver
At Levels 3, 7, 10, and 15, you can learn some techniques that you can employ in combat which show your martial prowess. See the Martial Maneuvers page.
Ability Score Improvement
At Levels 4, 6, 8, 12, 16, and 19, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this skill.
You can forgo taking this feature to take a Feat of your choice instead.
Extra Attack ◈◈
At Level 5, you can make two weapon attacks at a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them. At Level 11, you no longer have the –2 penalty.
Elegant Courtier
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Strength Before Death ⮌
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that would bring you to 0 HP, you can use your reaction to delay falling
,
you regain one use of your Fighting Spirit feature, and you can immediately take an extra turn.
While you have 0 HP during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you regain 1 HP and this effect ends.
Once you use this feature, you can't use it again until you finish a long rest.
(If for some reason you are still at 0 HP once this feature ends, you fall Unconscious, retaining whatever Death Saving Throws you had).
Wind Rider
At Level 20, your speed is improved such that you can harness the wind's strength as you rush to a foe and strike them. Your speed increases by 6m. Furthermore, you gain a Fly speed of 8m. Also, when you move at least 6m in a line straight towards a creature and you hit it with a melee weapon attack, the target must make a STR saving throw (DC 8 + your proficiency bonus + your STR/DEX modifier). On a failed save, the creature is knocked
,
and you may make another melee weapon attack against the creature as part of the same action. This attack only suffers a –2 penalty from the multiple attack penalty.
Fighting Stance Options
The following are the Fighting Stance options that you can learn with the Fighting Stance feature. If there is a Level requirement after the name, you cannot learn that Fighting Stance until you attain that Level.
Earth Stance
While in this stance, you become steadfast and grounded, imitating the power of the mighty earth. When you enter this stance you gain a bonus to your AC equal to half of your proficiency bonus (rounded up) and treat any critical hit as a normal hit. You also have Advantage on Strength checks made to
and can make an attack with a two-handed weapon with one hand whilst grappling a creature. Furthermore, you have Advantage on Strength saving throws and Disadvantage on Dexterity saving throws, because your feet are planted firmly on the ground.
If you end your turn while not touching the ground, this stance immediately ends.
Fire Stance
While in this stance, you strike with the ferocity of intense flames, sacrificing your defences. The first weapon attack that you make each turn has a +3 bonus to its Attack Roll. Additionally, you suffer a –2 penalty to your AC as long as you are in this stance. When you hit a creature with an attack, you may add your Proficiency Modifier to the damage roll, which also doubles on a critical hit.
Ice Stance
While in this stance, you become focused and resolute, like the coolness of ice. When you enter this stance and at the start of each of your turns while you have at least 1 HP, you gain temporary hit points equal to your Constitution modifier (minimum 1) + your Proficiency Bonus. These temporary hit points last until you are no longer in this stance. Once per turn, when you hit a creature with a weapon attack, you deal an extra 1d6 damage to the creature. Moreover, Opportunity Attacks made against you are rolled with Advantage.
When you Stride or perform any other Movement actions, you can only move up to half of your speed.
Lightning Stance
While in this stance, you strike quickly, like the flash of lightning. You gain a +2m bonus to your Speed, and you gain access to the following actions:
Blinding Flash ◈◈
Stride once, making melee Strikes against a number of different creatures within reach at any point during your movement, up to your proficiency bonus. Your weapon gains the Agile trait during this action if it doesn't already have it.
Lightning Barrage ◈
Make melee Strikes against a single target a number of times equal to half of your proficiency bonus (rounded down) + 1. These attacks are incredibly fast but difficult to land accurately; these attack rolls are made without your proficiency bonus, however, you do not apply the Multiple Attack Penalty until after the attacks are made.
Water Stance
While in this stance, you strike with the power of water, like a wave crashing down on your foes. While in this stance, landing an Attack of Opportunity on an enemy reduces that creature's movement by 4m until the beginning of its next turn. You gain access to the following action:
Whelm ◈◈
You gather your ki to make one powerful strike, just like a crashing wave, potentially knocking them
.
Target a creature within 10m of you, who must make a Strength saving throw (DC = 8 + your Strength modifier + your Proficiency Bonus), taking damage equal to your weapon damage.
Critical Success (+10). The target takes no damage.
Success. The target takes half damage.
Failure. The target takes full damage and is knocked Prone.
Critical Failure (–10). The target takes double damage and is knocked Prone.
Wind Stance
While in this stance, you become both quick and maneuverable. When you use Step of the Wind you do not need to expend Ki Points, and you ignore Difficult Terrain when you do so until the end of the turn. The first ranged weapon attack roll made against you before the start of your next turn is made with Disadvantage, and you make Strength saving throws with Disadvantage and Dexterity saving throws with Advantage.
Void Stance (12th Level)
While in this stance, your mind is at its calmest and your senses are heightened to their maximum. You make all Perception checks with Advantage. You are immune to the
condition and gain 30m of Blindsight. The first creature you hit with a weapon attack in this stance takes an additional 2d6 Dark or Ice damage (your choice before rolling) to the damage roll.
This stance cannot be used with your other stances. Ending this stance leaves you unable to use this stance for 1 minute, and any other stance until the end of your next turn.
Kami Stance (19th Level)
While in this stance, a single strike from your weapon seems to strike all enemies around you in a flash. When you make a ranged weapon attack, you add an extra weapon die to damage rolls. You also gain access to the following action:
Flash of Steel ◈
Perform one melee Strike against every creature of your choice within 6m of you. You only make one attack roll for each of these Strikes, and this only counts as one Attack when calculating the Multiple Attack Penalty.
This stance cannot be used with your other stances. Ending this stance leaves you unable to use this stance for 1 minute, and any other stance until the end of your next turn.
Sword Saint
There are those who pierce the very heavens with their blade. The angels of war. Known by many as "Valkyrie" or "Seraphs", these masters of the blade call upon their god to aid them into battle, fighting with not just their own strength alone – but the strength of divinity. Few samurai turn away from their personal pursuits, but those who humble themselves and bend knee may soon find themselves standing with a power they couldn't even begin to imagine...
Every skill and spell you use in this skill tree requires you to be wielding a blade.
As you specialize into the Sword Saint tree, the most important question to consider is which deity to serve and what principles you want your character to embody. See the gods page to see a list of some deities.
When you learn your first skill in the Sword Saint tree, choose one domain related to your deity: Death, Judgment, Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each Domain is detailed within the White Mage class page or the Samurai spell list. Your choice grants you bonus effects on some class skills. In addition, you also learn the following ability:
Channel Divinity
You gain the ability to channel divine energy directly from your deity, using that energy to fuel magickal effects. You have three effects: The Saint of the Sword, Godsend, and the class skill of your Divine Conduit.
You have a number of uses of your Channel Divinity based on the number of skill points you have put into this tree, as shown on the table below. These uses replenish every short or long rest. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Sword Saint spell save DC.
Skill Points Spent |
Channel Divinity Uses |
Required Samurai Level |
1 |
1 |
— |
5 |
2 |
— |
10 |
3 |
18th Level |
Upon spending at least 5 skill points in this tree, you gain access to The Saint of the Sword:
Channel Divinity: The Saint of the Sword
Whenever an ally within 10m of you takes damage, you can use your reaction and expend one use of your Channel Divinity, speaking a prayer that protects an ally from harm and draw the enemy's focus on you.
Distribute the damage taken between the original target and yourself. Each creature must take at least 1 damage. Apply any damage resistance or vulnerability, etc. of the creatures involved after you distribute the damage. Your aura flares when you distribute this damage, igniting with divine energy.
Then, the one who dealt the damage, provided that you can see them and they are within 20m of you, must make a WIS saving throw. If they failed the save, they have Disadvantage on all attack rolls against creatures other than you until the end of their next turn. Furthermore, on your next turn, if you take the Attack action, you may teleport to the target before making a weapon attack, and your first weapon attack against them has Advantage.
A Moment of Mercy
Some Sword Saint skills refer to hostile actions. A hostile action is any of the following:
- Using a spell, skill, ability, or activating any effect that would deal damage to an enemy and/or afflict them with a curse or any negative condition.
- Declaring an attack against an enemy.
- Dealing damage in any other way to an enemy.
The DM has the final say on whether an action you take is hostile.
Saint's Gift
By the blessing of your god, you have gained the ability to cast spells using your Ki. For every skill point that you spend in this tree, you increase your Caster Level by 1. Read off the Sword Saint table to determine your spell slots and total spells known. Your spell list is determined by your Divine Conduit choice. Wisdom is your spellcasting ability score. You learn the Thaumaturgy cantrip at Caster Level 5. Every time you gain a Samurai Level, you can swap out a spell that you know with another Samurai spell that you can cast.
To cast a spell, you must spend Ki Points equal to its spell level.
Spell save DC = 8 + your proficiency bonus + your WIS modifier
Spell attack modifier = your proficiency bonus + your WIS modifier
Spellcasting Focus
You can use a holy symbol representing your deity, as a spellcasting focus for your Samurai spells.
Caster Level |
Required Samurai Level |
Spells Known |
Max. Spell Level |
1 |
3rd |
2 |
1st Level |
2 |
3rd |
3 |
1st Level |
3 |
5th |
4 |
1st Level |
4 |
5th |
5 |
1st Level |
5 |
7th |
6 |
2nd Level |
6 |
7th |
7 |
2nd Level |
7 |
13th |
8 |
3rd Level |
8 |
13th |
9 |
3rd Level |
9 |
19th |
10 |
4th Level |
10 |
19th |
11 |
4th Level |
Channel Divinity: Godsend
 |
PASSIVE
- Requires: Level 3
|
You use your Channel Divinity to implore divine energies into your blade as it strikes.
Whenever you would deal damage to a creature with a melee weapon attack, you can use your Channel Divinity to activate this ability's effect, which differs based on your Divine Conduit.
Natural Cycle – [Death, Life, or Nature]: You deal maximum damage on the damage dice of this weapon attack, and you regain HP equal to the total damage dealt by this weapon attack. The target must succeed on a CON saving throw, or its maximum HP is reduced by the same amount of damage that it took. This reduction is removed after they complete a long rest. You cannot use this ability when attacking a Construct or an Undead.
Upper Hand – [Knowledge, Trickery, War]: You deal no damage with this attack. Instead, you knock the creature
,
they are
until the end of the current turn,
and once until the end of their next turn, you may force them to reroll any attack roll, ability check, or saving throw that they make. You can choose to do this after they roll, but before you know the result of their roll.
Swift Justice – [Judgment, Light, Tempest]: All damage dealt by this attack ignores any form of Resistance, Immunity, and Absorption; as well as the
and
conditions. No other creature can perform a reaction until the end of this turn, and the target cannot use reactions until the start of their next turn. If the target has already used its reaction, then it becomes
until the start of its next turn.
This ability counts as a use of your Channel Divinity.
|
Soul of Faith
 |
PASSIVE
- Requires: Channel Divinity: Godsend
|
Your faith in your deity manifests itself in allowing for a more effortless casting of your spells while you are composed.
Once per turn, you may choose to cast your next Samurai spell this turn at half its total Ki Point cost (rounded down; minimum 1).
You may activate this effect a number of times equal to your WIS modifier, and this replenishes every long rest.
After you perform a hostile action, activating this effect costs three times the number of uses it would normally cost, until you finish a short or long rest to regain your composure.
If your Divine Conduit is Life, you may also use your Channel Divinity as you activate this effect to regain a number of Ki Points equal to your Proficiency Bonus.
|
Prayer of Renewal
 |
Ability Time: 1 bonus action
Range: Self
AoE: Single
Duration: Concentration, up to 1 round
- Requires: Channel Divinity: Godsend
|
You concentrate in prayer, rejuvenating yourself and renewing your connection with your deity.
If you remain concentrating on this skill until the start of your next turn, you gain the following benefits:
- You resume battle as if you had performed no hostile actions.
- Regain one use of your Channel Divinity.
- Restore HP equal to 3 × the number of skill points you have put in this skill tree.
Moving or performing a hostile action breaks your concentration for this ability. If your concentration is broken by any other means within this time, this skill isn't considered to have been used.
You may use this skill once every long rest.
This ability does not count towards your concentration limit.
If your Divine Conduit is Nature, you may use your Channel Divinity once you gain the benefits of this ability, to triple the amount of HP restored this way, and you may choose any number of creatures within 10m of you to divide the HP among them, however, a creature cannot receive more HP than 3 × the number of skill points you have put in this skill tree. Additionally, any small plants in this range that are dead or withered are also restored back to life.
|
Cleansing Strike
 |
PASSIVE
- Requires: Channel Divinity: Godsend
|
You use your deity's power to briefly cause your sword to become ethereal, striking through the conditions that bind a creature.
Whenever you hit with a weapon attack, you may choose to pay 2 Ki Points and activate this effect. The attack deals no damage, however, you can end either one disease or one condition from the following:
,
,
,
,
,
or,
.
If your Divine Conduit is Trickery, you may use your Channel Divinity instead of paying this ability's Ki Point cost. If you do, you may choose from the following conditions as well:
,
,
,
,
,
,
,
,
,
,
or
.
Additionally, you dispel magickal effects of 3rd Level or lower as per the Dispel spell, and you may choose for this attack to deal its normal damage as ARCANE damage instead of dealing no damage at all.
|
Swords to Plowshares
 |
Ability Time: 1 reaction
Range: Self / Special
AoE: Single / Single
Duration: Instantaneous
- Requires: Soul of Faith
- Requires: Level 7
|
You plant your sword in the ground with force and hold your position, surprising your attacker.
Reaction Trigger: Whenever a creature declares a melee weapon attack against you (and before they declare the result of their attack roll).
Effect: They make that roll with Disadvantage. If they already had Disadvantage on that roll, they miss instead.
If a creature misses its attack against you this way, it becomes hesitant to engage you. It must succeed on a WIS Saving Throw whenever it targets you with a weapon attack, otherwise it must attack another creature or lose the attack, for the rest of this combat.
A creature that saves against this effect is immune to all parts of this ability for 24 hours.
This ability does not count as a hostile action and you cannot use this ability if you have performed a hostile action this combat.
If your Divine Conduit is War, you may use your Channel Divinity as you use this ability to cause the target's attack to miss, and you can disarm them of any weapon that they are holding. Furthermore, their Speed becomes 0 for the rest of this turn, and you have Advantage on all attack rolls against this creature on your next turn. The ability can be activated this way even if you have performed a hostile action this combat.
|
Destined Path
 |
PASSIVE
- Requires: Prayer of Renewal
- Requires: Level 7
|
Your deity guides you in combat, revealing the way for you to defeat your enemies.
At the beginning of each of your turns in combat, you gain differing effects based the number of turns you have taken this combat:
- Turn 1: Gain +4m of movement this turn.
- Turn 2: Gain 5 temporary hit points that last until the start of your next turn.
- Turn 3: You may gain 3 Ki Points.
- Turn 4: You may gain +1 damage and Advantage on all weapon attacks you make this turn.
The effects of this ability at turns 3 and 4 can only be granted once every short or long rest.
If your Divine Conduit is Knowledge, you may also use your Channel Divinity as your turn starts to have this effect start from any turn number of your choice, activating as if you have just finished a short rest.
|
Divine Ruination
 |
Ability Time: 1 bonus action
Range: Self
AoE: Single
Duration: Instantaneous
Ki Cost: 2 Ki Points
- Requires: Cleansing Strike
- Requires: Level 7
|
Your zealous fury consumes you, striking with great fervour.
When you take the Attack action, you may use your bonus action and pay 2 Ki Points to grant yourself the ability to make two weapon attacks, however, the attack rolls of these are rolled with Disadvantage.
You can only activate this effect if you have performed a hostile action during your previous turn.
After you activate this effect, you must take the Attack action on your next turn as well.
If your Divine Conduit is Death, you may use your Channel Divinity instead of paying the Ki Point cost for this ability's effect. If you do, you also gain these effects until the end of your next turn:
- Gain an additional 6m of movement on your turn while moving towards enemy creatures with less than 50% health.
- Gain +2 damage on your weapon attacks against enemy creatures with less than 50% health.
|
Sacred Presence
 |
PASSIVE
- Requires: Swords to Plowshares
- Requires: Level 11
- Requires: 4 points in Sword Saint
|
You magickally shimmer with a divine aura, protecting you and guiding you from danger.
You have Advantage on all Saving Throws. This ability's effect is suspended if you have performed a hostile action, until after you finish a short or long rest.
If your Divine Conduit is Light, gain the following effects:
- Any damage that you take is reduced by 3.
- If this ability's effect is inactive: Whenever you are about to make a Saving Throw, you may use your Channel Divinity to reactivate this ability's effect (you can choose to do this after you roll, but before you know the result). If you reactivate the effect this way, you also give off dim light in a 2m radius for the next minute.
|
Judgment Blade
 |
Ability Time: 1 bonus action
Range: 10m
AoE: Single
Duration: Instantaneous
Ki Cost: 2 Ki Points
- Requires: Destined Path
- Requires: Level 11
- Requires: 4 points in Sword Saint
|
You render another creature under judgment, granting it swift justice if it chooses to ignore your warning.
Choose any creature within range. That creature must succeed on a WIS saving throw, or else come under the effects of Judgment for 1 minute. This does not count as a hostile action.
When a creature that you can see under your Judgment within 10m of you is about to perform a hostile action, you may use your reaction to instantly dash within your melee weapon attack range of it (provided your movement speed is not 0) and make a melee weapon attack against it with Advantage. If this attack hits, and it was about to make an attack, it makes that attack with Disadvantage instead and it is no longer under Judgment.
If your Divine Conduit is Judgment, you may use your Channel Divinity instead of paying this ability's Ki Point cost after a creature fails their saving throw. You can now make two weapon attacks against the creature under your Judgment when you use the reaction, and they now automatically miss their attack if you hit with both of these attacks.
|
Resounding Conviction
 |
PASSIVE
- Requires: Divine Ruination
- Requires: Level 11
- Requires: 4 points in Sword Saint
|
Your conviction of victory is so assured that you know you will hit your opponent before you even strike.
You can only use this effect if you have performed a hostile action during your previous turn.
You may pay 1 Ki Point to reroll any Attack Roll that you make with a weapon attack. This is done before you know the result of the roll, but after you see the roll.
You may repeat this ability any number of times per turn, but for each time you reroll it, the cost to activate this ability's effect increases by 1 Ki Point this turn.
If your Divine Conduit is Tempest, you increase the chance of getting a critical hit by X and your weapon attacks deal an extra X LIGHTNING damage, where X is the number of times you've used this ability's effect this turn.
Also, after you use this ability's effect, you may use your Channel Divinity to make another attack with the same attack roll, as the attack echoes with the power of the storm. All damage dealt by this copied attack becomes LIGHTNING damage.
"The light shines brightest on the darkest of nights."
|