Katana is a Primary Power Set for Brutes and Scrappers.
You are an expert with the quintessential Japanese Middle Ages sword. Your blade is nearly -- or perhaps literally -- an extension of your own arm. While anyone with the requisite strength can wield a Katana in combat, you've mastered stunts and maneuvers that most could not hope to match. You attack with surprising speed, and your cuts are deep and debilitating, often reducing your target's ability to defend itself for a few moments.
A Katana is a nihontō weapon, between two and three feet in length, single-edged, and capable of being wielded with one hand or two. You make a melee attack roll to hit a target with it, to which you add your Strength or Modifier. You are also considered proficient with it, so you add your Proficiency Bonus to the attack roll. If you use it one-handed, it deals 1d8 slashing damage. With two hands that damage is 1d10. In either case, you add your Strength Modifier to the damage.
You are an unparalleled expert with your weapon. You are proficient with all forms of Medieval Japanese nihontō swords. For the purposes of this Power Set, a Katana is a longsword (from the Dungeons & Dragons 5th Edition Player's Handbook).
You can also use your Action to make special maneuvers with your Katana. You can use Sting of the Wasp and Gambler's Cut at 1st level, Soaring Dragon at 10th level, and Golden Dragonfly at 12th level.
At 1st level, you can swing your Katana two-handed in a tight cone 7 feet long and 10 feet wide. Each creature in that area must make a Dexterity Saving Throw. If it fails its Saving Throw, it takes 1d10 slashing damage and becomes vulnerable to slashing damage until the end of its next turn. If the Saving Throw is a success, the creature takes half damage but suffers no other effects.
You can use The Lotus Drops at 7th level.
Starting at 2nd level, you can take a moment to focus your senses. Roll at least one Endurance Die. You can add the result to every Katana attack and damage roll you make until the end of your next turn. Using this feature does not cost an Action but you can only do it on your turn.
At 3rd level, whenever you are successfully hit by a ranged or melee attack roll, you can use your Reaction to parry the attack, taking no damage. If the attack roll is a critical hit, using this feature will convert it into a regular hit. You must be able to see your attacker.