Base Class: Paladin
The Oath of the Sword is sworn to the glory of the blade itself, as a divine instrument of a higher will. While some paladins of this oath, called Glorybringers, swear their blade in service of a country or deity, many are devoted to the spirit of their sword. These paladins serve their given cause or community by pursuing the highest art of the swords, until the gleaming spirit of the blade itself shines forth to light their path. What is not beautiful, what is not just, what is not right and true, all shall be cut down by their holy symbol.
TENETS OF THE SWORDThough each Glorybringer hold beliefs unique as their blades, in general they follow these tenets of the Oath of the Sword.
Glory. Live with shining light, stride forth with grace and beauty.
Strength. Without power, you cannot protect, neither ideals nor individuals.
Sharpness. Do not dull, do not rust. Constantly sharpen your blade, your skills and your spirit.
Unwavering. Cut down the unrighteous without hesitation, waver not before even the greatest of foes.
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity option.
Glory Arts. As an action, you can awaken your bonded sword, using your Channel Divinity. You gain energy equal to your Paladin level + your Charisma modifier, minimum 1, and activate its awakening effect. If the sword is not already magical, it becomes magical for the duration. The sword remains awakened for 1 minute. 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.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion 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 |
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. It must be a sword (greatsword, longsword, rapier, scimitar, shortsword or other as permitted by DM). You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can use it as a holy symbol. You can have only one bonded weapon. If you attempt to bond with a second weapon, you must break the bond with the other. You can only bond with one new weapon until you finish a long rest.
When you become bonded to a sword, choose an awakening, resonance, attack and defense effect. You can also change one of these effects when you finish a long rest. If the effect requires a level, you must be that level in this class to choose it. If the sword you bond to is magical, the DM can create unique effects on bonding if they choose; these effects should not be changed without the DM's permission.
Awakening
When you bond with a sword, choose one of the following awakening effects. It activates when you channel divinity to use Glory Arts and awaken it. You can also choose a new effect whenever you finish a long rest. If the effect requires a level, you must be that level in this class to choose it. If the sword you bond to is magical, the DM can create a unique awakening effect on bonding if they choose; this effects should not be changed without the DM's permission.
Armor of Glory
When you awaken your blade, you gain +1 AC as long as your blade is awakened. At 7th level, this becomes +2 AC, and at 15th level it becomes +3 AC.
Blade's Vitality
When you awaken your blade, you gain hit points equal to 1d8 + your Charisma modifier. At 7th level, this becomes 2d8 + your Charisma modifier, and at 15th level it becomes 3d8 + your Charisma modifier.
Caster's Blade
(7th level required) When you awaken your blade, you can cast a 1st level or lower spell using your spellcasting feature. At 15th level, you can cast a 3rd level or lower spell using your spellcasting feature.
Clarity of Purpose
When you awaken your blade, you can end one of the following conditions affecting you: charmed or frightened. At 7th level, you can alternately choose one of the following conditions: blinded or deafened. At 15th level, you can alternately choose one of the following conditions: paralyzed or poisoned.
Readied Blade
(7th level required) When you awaken your blade, you can choose a creature within 30 feet of you. You gain advantage on the first attack roll you make against it until the end of your next turn. At 15th level, you gain advantage on all attacks made against it until the end of your next turn.
Thunderous Awakening
(7th level required) When you awaken your blade, you can cast thunderwave without using a spell slot. At 15th level, you can cast it as a 3rd level spell.
Wave of Power
When you awaken your blade, you can radiate force that pushes back all hostile creatures surrounding you. Each hostile creature within 5 feet of you must succeed a Strength saving throw or be pushed back 10 feet. The DC is your spellcasting saving throw DC. At 7th level, this has a radius of 10 feet. At 15th level, any creature that fails its saving throw is knocked prone.
Resonance
When you bond with a sword, choose one of the following resonance effects. You can activate it as an action on your turn by spending the required energy. You can also choose a new effect whenever you finish a long rest. If the effect requires a level, you must be that level in this class to choose it. If the sword you bond to is magical, the DM can create a unique resonance effect on bonding if they choose; this effects should not be changed without the DM's permission.
Binding
(7th level) You can use your action and spend 4 energy to cast hold person without using a spell slot.
Blade Sacrifice
(7th Level) You can use your action and spend 1 to 5 energy to give your hit points to another. You take that many d6 necrotic damage; this cannot be reduced. Another creature of your choice within 30 feet gains hit points equal to twice the damage taken. At 15th level, the d6 become d8s.
Blessed Blade
You can use your action and spend 2 energy to cast bless targeting only yourself.
Celerity
You can use your action and spend 1 energy to increase your movement speed by 10 feet for the next 1 minute. At 7th level, you can spend 2 energy to increase it by 20 feet instead. At 15th level, you can spend 3 energy to increase it by 30 feet instead.
Dispel
(15th level) You can use your action and spend 5 energy to cast dispel magic without using a spell slot. You can spend additional energy to raise its level by 1 for each additional energy spent. Its level cannot be raised higher than your highest level spell slot.
Enhanced Vitality
You can use your action and spend 2 energy to cast false life without using a spell slot. You can spend additional energy to raise its level by 1 for each additional energy spent. Its level cannot be raised higher than your highest level spell slot.
Gleaming Blade
(15th level) You can use your action and spend 5 energy to cast beacon of hope without using a spell slot.
Multislash
(15th level) You can use your action and spend 5 energy to take the Attack action. Each attack you make hits all creatures within 10 feet of you instead of a single target. Use the same attack roll for each attack.
Radiant Call
You can use your action and spend 1 energy to cast sacred flame.
Radiating Calm
(7th level) You can use your action and spend 4 energy to cast calm emotions without using a spell slot.
Ray of Illumination
You can use your action and spend 3 energy to cast guiding bolt without using a spell slot. You can spend additional energy to raise its level by 1 for each additional energy spent. Its level cannot be raised higher than your highest level spell slot.
Selene Slash
(7th level) You can use your action and spend 4 energy to cast moonbeam without using a spell slot. You can spend additional energy to raise its level by 1 for each additional energy spent. Its level cannot be raised higher than your highest level spell slot.
Attack
When you bond with a sword, choose one of the following attack effects. You can activate it as a bonus action on your turn by spending the required energy. You can also choose a new effect whenever you finish a long rest. If the effect requires a level, you must be that level in this class to choose it. If the sword you bond to is magical, the DM can create a unique attack effect on bonding if they choose; this effects should not be changed without the DM's permission.
Blinding Strike
(7th level) You can use your bonus action and spend 2 energy blind a creature you strike with flashing light. The next creature you hit with your weapon this turn must succeed a Constitution saving throw or be blinded until the beginning of your next turn.
Bright Strike
You can use your bonus action and spend 2 energy to infuse your blade with shining light. Each creature you hit with your weapon this turn begins glowing at the end of your turn until the end of your next turn or it takes damage. As long as it is glowing, attack rolls against it have advantage.
Burning Strike
You can use your bonus action and spend 1 energy to deal radiant damage equal to your Charisma modifier (minimum 1) when you hit with your weapon this turn.
Crushing Strike
(7th level) You can use your bonus action and spend 2 energy to attempt to knock your foe flat. The next creature you hit with your weapon this turn must succeed a Strength saving throw or be knocked prone.
Halting Strike
You can use your bonus action and spend 1 energy to slow down any creature you hit this turn. Whenever you hit a creature, it makes a Strength saving throw. On a failure, its movement speed decreases by 10 feet until the end of its next turn.
Savage Strike
(7th level) You can use your bonus action and spend 1 energy to increase your critical hits. Until the end of this turn, you score a critical hit on a roll of 19 to 20, and roll one additional weapon damage die when determining the extra damage for a critical hit.
Sure Strike
You can use your bonus action and spend 1 energy to add your Charisma modifier (minimum 1) to your attack rolls this turn.
Defense
When you bond with a sword, choose one of the following defense effects. You can activate it as a reaction by spending the required energy. You can also choose a new effect whenever you finish a long rest. If the effect requires a level, you must be that level in this class to choose it. If the sword you bond to is magical, the DM can create a unique defense effect on bonding if they choose; this effects should not be changed without the DM's permission.
Absorb Radiance
(7th level) When you are dealt radiant damage, you may use your reaction to gain energy equal to one third the damage taken, minimum 1.
Anchored
When you make a Dexterity or Strength saving throw to avoid being knocked prone, you may use your reaction and spend 1 energy to roll with advantage.
Bulwark
(7th level) When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you may use your reaction and spend 1 energy to instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Counter
(7th level) When a creature misses you with a melee attack, you can use your reaction and spend 3 energy to make a melee weapon attack against the creature.
Cutting Mind
(15th Level) When you would make a Wisdom saving throw, you may use your reaction and spend 2 energy to make that roll with advantage.
Eye for an Eye
(15th Level) When you are dealt damage by a creature within 5 feet of you, you can use your reaction and spend 3 energy to make a melee weapon attack against it.
Gain Distance
When you are dealt damage, you can use your reaction and spend 1 energy to immediately move 5 feet without provoking opportunity attacks from the source of the damage.
Intercept
(7th level) When you are targeted by a ranged attack, you can spend 2 energy to impose disadvantage on it.
Magebane
(15th level) When you are targeted by a spell cast by a hostile creature, you can use your reaction and spend 2 energy to immediately teleport up to 30 feet in its direction. If this brings you within 5 feet of it, you may spend 2 energy to immediately make a melee weapon attack against it.
Parry
When another creature damages you with a melee attack, you can use your reaction and spend 1 energy to reduce the damage by your Charisma modifier.
Protect
When you are hit by an attack, you can use your reaction and spend 2 energy to protect yourself. Until the start of your next turn, you gain a bonus to AC equal to your Charisma modifier, including against the triggering attack.
Rebuke
Whenever you are dealt damage by a creature within 5 feet of you, you can use your reaction and spend 1 energy to deal 1d4 radiant damage to it.
Espada
Starting at 7th level, you can unleash your blade's spirit in short, powerful bursts with or without awakening it. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Charisma modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d6. This becomes a d8 at 15th level and a d10 at 20th level. This special attack can be used for any of the attacks you make as part of the Attack action for your Extra Attack feature.
Al Doble
Beginning at 15th level, as long as your blade is awakened, you can attack three times, instead of twice, whenever you take the Attack action on your turn. When you use your action to cast a spell of 3rd level or lower, you can make one weapon attack as a bonus action.
Colmillos
At 20th level, when you roll for initiative, you can awaken your sword as an action on your first turn without using Channel Divinity, gaining 5 energy instead of the normal amount.
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Posted Jul 26, 2021so many abilities. very unbalanced and hard to keep track of