Base Class: Paladin
The Sultansworn were once known as fierce warriors who pledged their lives in the defense of the Sultan or Sultana of their land. These steadfast protectors sworn an oath to their rulers and their ideals, becoming paragons of justice in their cities. However, the glory of the Sultansworn has waned with time. And now, in a bid to keep the art alive, they've begun training a wider range of capable warriors in their techniques. These Paladins are not required to join the Sultansworn as they used to and instead become Free Paladins, loyal not to a charge, but to a higher cause.
This Subclass is a lore adaptation of the Oath of the Sultansworn from a fanmade D&D/Final Fantasy XIV crossover module by Reddit user SilentSoren.
Tenets of the Free Paladin
The ideals of a Free Paladin varies with the Paladin's motivation. Largely, a Free Paladin swears to do the following:
A Higher Cause. A selfish cause is not worth fighting for. Evil goals must be opposed.
Altruism. Seek to do good where it is needed, and offer your sword and shield without promise of reward.
Safeguard. All the realm is your charge. Keep it safe from those who would see it harmed.
Oath Spells
You gain oath spells at the listed paladin levels.
Oath of the Sultansworn Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Heroism, Detect Poison and Disease |
| 5th | Calm Emotions, Find Traps |
| 9th | Haste, Clairvoyance |
| 13th | Fire Shield, Locate Creature |
| 17th | Mass Cure Wounds, Legend Lore |
Channel Divinity
When you take this oath at the 3rd level, you gain the following two Channel Divinity options.
Cover. As an action you are create an aetherial link with a nearby ally. All damage that ally would take is received by you instead. The link lasts a number of rounds equal to your Charisma ability modifier. You may break the link prematurely as a bonus action. The creature you are linked to must remain within 10ft. of you or the link is broken.
Flash. As an action your body flashes, all enemy creatures within 30ft. of you who can see you must make a Constitution saving throw. On a failed save, the creature is blinded and has disadvantage on all battle actions against targets other than you for a number of rounds equal to your Charisma ability modifier. Targets are not blinded and have disadvantage for half as long rounded down on a successful save.
Aura of Veil
Beginning at the 7th level, allies within 10 ft. of you are protected by a divine veil. As a reaction, you may choose to redirect half the damage an ally would receive to yourself. At the 18th level, the range of this aura is increased to 30 ft.
Shield Oath
Beginning at the 15th level, your oath of protection has allowed you to block attacks easier. Using your reaction, you may spend one hit die to reduce the attack roll by the result of the roll.
Hallowed Ground
Beginning at the 20th level, you mastered a technique to channel your will into an impregnable barrier. As an action, you create a barrier which blocks all damage for a number of rounds equal to half your Charisma ability modifier rounded down. You may do so once, refreshing after a long rest.
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