Here is the second class for Oriental Adventures the iconic sohei. Much like the samurai I decide to make this a paladin Oath path as opposed to a entirely seperate class. I believe this works better. The sohei spells are all unique to the sohei to add more flavour (and I have just included summaries not full descriptions here). These spells are all thematically linked to Raijin (lightning) but depending on the temple feel free to change to a more appropriate energy type of all these abilities and spells.
Sohei are warrior monks, religious soldiers who protect large monasteries. Unlike shukenja, sohei are more militant than holy, and receive very little religious instruction. Instead they are trained in the art of fighting. Sohei defend their monastery against attacks and advance its political claims in the outside world. They are subject to the leader of their temple.
The sohei also is associated with a religion, but his duties are closer to those of the bushi (fighter) or samurai. They must be lawful, although they can be good, neutral, or evil, regardless of the alignment of their home monastery.
A sohei who becomes nonlawful loses all spells and her ki frenzy ability. She also may not progress in levels as a sohei. She regains her spells and ki frenzy ability if she atones for her violations (see the atonement spell description in the Player’s Handbook), as appropriate.
TENANTS OF THE SOHEI
Like shukenja, sohei must live by certain religious principles, although these are much less strict for the sohei character. He must refrain from eating meat (fish is allowed) and from excesses of personal behaviour. Because of his duty he has no injunction against killing or violence, although outright murder is still considered a sin.
Upon entering the monastery the sohei forsakes his family or clan and is not bound by the rules governing families. His status is measured by the importance of his monastery, which is his new family. Honor is important to the sohei, who is affected by honor more than a shukenja.
You gain oath spells at the sohei levels listed.
Attraction. Attacks are drawn to the subject creature, dealing more damage.
Weapon Bless. Prepare one weapon for combat against a particular foe.
Shield Other. You take half of subject’s damage.
Warning. Subject gains advantage on Perception checks and Dexterity ability check and saving throw.
Castigate. Creatures of different alignment take 5d6 thunder damage and are deafened for 1 minute.
Mental Strength. Recipient gains advantage on their next Wisdom saving throw. Maybe cast as a reaction.
Discern Shapechanger. Penetrates disguises and shape changes.
Fatigue. Creature touched becomes fatigued.
Circle of Flame. Flames deal 5d8 lightning damage in all directions out to 20 ft. radius (centred on you)
Lighting Breath. You can breathe lighning as a bonus action for the next 1 minute; lighning deals 4d10 damage to one target within 15 ft.
CHANNEL DIVINITY (KI)
When you take this oath at 3rd leveI, you gain the following two Channel Divinity options.
Ki Frenzy. As a bonus action you fly in to a religious frenzy as you focus your ki power into berserk energy. In this frenzied state, you temporarily gain advantage to Strength and Dexterity ability checks and saving throws. Your speed increases by 10 feet, and you can choose to make an extra attack as part of your attack action.
If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your ki frenzy lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your frenzy on your turn as a bonus action.
Weapon of Choice. As an action, you can imbue a naginata (the traditional weapon of the sohei) you are holding with thunder and lighting, using your Channel Ki. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also does lighting or thunder damage instead of its normal damage type – as you choose. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Starting at 7th leveI, your training has allowed you to deflect arrows. You can use your reaction to deflect a missile when you or an ally within 5 feet are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your sohei level. Also you can turn a strong defense into a powerful offence. When you take the Dodge or Disengage action and a target attempts to hit you and misses you may use a reaction to make a melee attack against the attacking creature.
By 15th leveI, your religious dedication has allowed you to shrug off spells and damage that would kill less devout men. If a spell allows a Wisdom, Intelligence or Charisma saving throw you have advantage on the save. In addition you gain damage reduction equal to 1/4 your level (rounded down). You are immune to sleep and stun affects. Finally you never go unconscious instead fighting on until you reach -10 hit-points and die.
PARAGON OF RAIJIN
At 20th level, as an action, you can emanate an aura of lighting. For I minute, you crackle with lighting emanating bright blue light out to a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 lighting damage. In addition, you are immune to lighting and thunder attacks for the duration. Once you use this feature, you can’t use it again until you finish a long rest.