Paladin
Base Class: Paladin

Oath of The Sword sees Paladins who believe more in an order and brotherhood and less in a god. They see corruption in the faith of gods and seek to correct it.  These Paladins are not just warriors but scholars as well seeking the knowledge of creation. These Paladins tend to live on the outskirts of society in temples scarcely touched by people outside the order.

It is considered a rite of passage to be allowed to leave the temples to expose the realm and discover new knowledge of the world. Every young knight must leave their temple to complete this rite and acquire new knowledge to bring back whether that be a powerful spell or a powerful artifact to study.  

Tenets of the order.

Loyal: Whether this is to your fellow knights or to a group of travelers you encounter on your rite you pledge your devotion to those who help you. Your companions are your brothers and your sisters and you would lay down you life for them.

Undaunted: You fight with undiminished courage, and do not give in to fear, you are a warrior and you will fight.

knowledge seeker: You have been raised to question the things you see and to gain insight into why the world is, you look for things that you want to better understand. Your this for knowledge bings you to the far reaches of the realm as to better understand them.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of The Sword Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of The Sword Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. 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.

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Aura of Revelation

Starting at 7th level, the divine energy around you can reveal what others wish to remain unseen. Any invisible creatures or objects within 10 feet of you become visible while they remain within the aura. Should the creature or object leave this aura and the effect that granted it invisibility is still active, it once again becomes invisible.  

At 18th level, the range of this aura increases to 30 feet.

Scornful Rebuke

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Avatar of The Sword

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of the sword, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Once you use this feature, you can’t use it again until you finish a long rest.

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