Base Class: Paladin
*Requires Word Bearer Background*
The Oath of the Sword is taken by the followers of the Holy Sword, an ancient sentient sword of massive proportions discovered in a long-lost temple. The Holy Sword speaks to its followers telepathically and blesses their swords that are engraved with its teachings, imbuing them with great power while bonding them to it. Those that carry the scripture of the Holy Sword are called Word Bearers and strive to make peace for all, even those that have never heard of their cause. They see themselves as shepherds and the weak their flock, those that would come against the flock will feel the wrath of their scripture.
Tenets:
Justice – “Those that live by the sword will die by it” is taken very literally by those who take this oath.
Balance – A true protector of the flock must not only ward off predators but tend the sheep.
Brotherhood – The bond between followers of the Holy Sword is strong enough to last a lifetime. Those that take this oath value those close to them as if they were their own blood.
Live by the Sword – A follower of the Oath of the Sword swears their undying loyalty to the Holy Sword. This means that one that takes this oath may not wield a weapon that is not blessed with the Holy Scripture. Shields are entirely forbidden as they are seen as blasphemy and cowardly. A true swordsman only needs his blade.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Recite Scripture - You can use your Channel Divinity to recite the Scripture engraved on your sword. As an action, you present your Holy Sword uttering its divine inscription, and any number of targets (including yourself) within 30 feet of you that can hear you gain your choice of advantage or disadvantage on their next attack.
- Cleansing Fire - You can use your Channel Divinity to cause your Holy Weapon to ignite in blue flames that ward against the use of magic. When you make an attack roll, you can use your channel divinity to ignite your weapon. The next creature that you hit while your sword is ignited must make a Wisdom saving throw or be engulfed in a harmless blue flame for one minute. A creature under this effect cannot cast spells, automatically fails concentration checks for existing spells, and cannot benefit from being invisible. A creature may repeat the saving throw at the end of their turn to end the effects. If you miss, the flame remains on your sword for 1 minute or until you land your next attack. While ignited your sword or an effected creature sheds dim light within a 5 foot radius.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Sword Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of the Shepherd
Beginning at 7 level, your devotion to protect the weak is so strong it manifests as an aura, allowing you to embolden allies and deter foes. When an ally within 10 feet attacks with advantage, they may roll an additional die and choose the highest, and when any creature within 10 feet attacks with disadvantage, you may choose to have them roll an additional die and take the lowest.
At 18th level, the range of this aura increases to 30 feet.
Master Swordsman
Starting at 15 level your skill with a sword allows you to counter enemies blows. While your sword is drawn you have +2 to your AC.
- When an enemy hits you with an attack you may use your reaction to add your Charisma modifier to your AC potentially causing the attack to miss. You may use this ability a number of times equal to your Charisma bonus between rests.
- If an enemy misses a melee weapon attack against you, you may immediately make an attack against the target.
Word Bearer
At 20 level, The Holy Sword itself deems you worthy to wield its likeness, granting you exceptional skill in battle. You can use your action to gain the following benefits for 1 minute.
- Your weapon becomes a +5 great sword while keeping all other abilities or enchantments. All damage done with this weapon is considered radiant damage.
- You gain a +5 bonus to your AC.
- Your movement increases by 10 feet and does not provoke opportunity attacks.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
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