Paladin
Base Class: Paladin

Your have sworn an oath to a single sentient weapon, forever binding your spirits together into a shared fate. Imagine where this weapon came from, what its desires and strengths are. Work with your DM to make your weapon become involved in as much or as little of your adventuring life as you want. Envision if your oath to this weapon is a blessing or a curse. Let your decisions guide the kind of weapon it is, what type of inherent damage it will inflict, and in what way it might augment your Divine Smite.

If the weapon is cursed and evil, the tenets of your oath could resemble something similar to the Oath of Conquest. The weapon itself could be a flail dealing psychic instead of bludgeoning damage and augmenting your Divine Smite to deal necrotic rather than radiant damage.

Perhaps your quarterstaff's spirit is a chaotic protector of nature and the tenets of your oath to it could resemble that of the Oath of the Ancients. Your staff could deal fire instead of bludgeoning damage and your Divine Smite could be augmented to lightning instead of radiant damage.

Or maybe your greatsword was forged from a scale of Bahamut himself and there is still a small fragment of his soul within, causing the tenets of your oath to be identical to that of the Oath of Devotion. A sentient greatsword such as this could deal 1d6 force damage and 1d6 slashing damage. And of course your Divine Smite would deal radiant damage.

When you swear an oath to your spirit weapon, you can later perform a ritual on consecrated or desecrated ground (depending on your spirit weapon). The ritual will take at least one hour and the gold cost associated with it represents materials or anything else required. Use the Oath of the Spirit Weapon table below when performing these rituals:

 

MIN PALADIN LEVEL

MATERIAL NEEDED

SPIRIT WEAPON FEATURES

3rd

One non magical weapon

Your spirit weapon maintains all of its properties, except the damage type changes according to the spirit within. Additionally, you may use your Charisma modifier in place of Strength or Dexterity for the attack and damage rolls of your weapon.

5th

500 gp or any +1 weapon

Your spirit weapon becomes a +1 magical weapon. Additionally, you may now summon your spirit weapon to your hands, or send it into a pocket dimension, with a bonus action. 


You may repeat this ritual at any time for a 5000 gp cost and receive a slayer charm of your choice. You may not receive the same charm twice.

7th

5000 gp or any +2 weapon

Your spirit weapon becomes a +2 magical weapon. Additionally, if your weapon has the melee property, you may throw it up to 60 feet with no penalties and you can teleport to your spirit weapon, or ammunition fired from it, as a bonus action if it's within 30 feet of your location. 


You may repeat this ritual at any time for a 5000 gp cost and you may receive any charm of the DMs choosing. You can have no more than one of each charm type from this ritual.

15th

15,000 gp or any +3 weapon

Your spirit weapon becomes a +3 magical weapon and gains one random minor beneficial artifact property. Additionally, if you miss with both attacks while using your Extra Attack feature with this weapon, you may use your reaction to make one hit instead. 


You may complete this ritual as many times as you like to get a property you want. However, on a roll of 81-90, the weapon also gains one minor detrimental artifact property.

20th

50,000 gp

Your spirit weapon gains one random major beneficial artifact property. 


You may complete this ritual as many times as you like to get a property you want. However, on a roll of 71-90, the weapon also gains one minor detrimental artifact property.

Oath Spells

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

Oath of the Spirit Weapon Spells
Paladin Level Spells

3rd

hunter's mark, divine favor (these spells deal a damage type that thematically fits with your spirit weapon)

5th

augury, branding smite

9th

haste, crusader's mantle (the damage from this spell is instead of a type that thematically fits with your spirit weapon)

13th

hallucinatory terrain, staggering smite

17th

scrying, holy weapon (the damage from this spell is instead of a type that thematically fits with your spirit weapon)

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Spirit Guard. As a bonus action you can invoke the power in your spirit weapon. Your weapon's spirit then graces you with supernatural speed, protection, and focus for one minute. These effects end early if you are incapacitated. You can also dismiss the Spirit Guard at any time you choose (no action required).

While your Spirit Guard is active, you gain one of the following benefits:

  • You gain a bonus to your AC equal to your Charisma modifier (minimum of +1), provided that you aren't wearing heavy armor.
  • Your walking speed is doubled, provided that you aren't wearing heavy armor.
  • You can roll Charisma (Acrobatics) and Charisma (Athletics) checks in place of Dexterity and Strength as you normally would.
  • You gain advantage on all your saving throws. 

Bonded Spirits. As a bonus action, you can instantly summon your spirit weapon to your hand from any plane or distance. When you do so, each enemy creature within 15 feet of you must make a Wisdom saving throw against your Spell Save DC or take 2d8 radiant or necrotic damage (your choice), or half as much on a save. If your spirit weapon is already in your hand when you use this Channel Divinity, you may pick from the options below:

  • The damage extends to all enemy creatures within 30 feet and you may use your Divine Smite on each creature that fails their saving throw.
  • You gain advantage on Performance, Persuasion, and Intimidation checks for one minute.
  • You can cast [spell]comprehend languages[spell name] at will without any material components.
  • You begin an hour long ritual during which you may improve your weapon according to the Spirit Weapon table.

Aura of Twin Spirits

Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any creatures of your choice within 10 feet of you can add 1d4 damage whenever they deal damage. The extra damage type depends on your spirit weapon. Alternatively, whenever you use your Channel Divinity: Spirit Guard, the option you choose can be extended to any single creature of your choice within the aura.

When you reach 18th level in this class, the range of the aura increases to 30 feet. The extra damage now equals 1d4 + your Charisma modifier. When you use your Channel Divinity: Spirit Guard, the option you choose can now be extended to any creatures of your choice within the aura.

Shared Fate

At 15th level, your connection with your spirit weapon becomes so strong that its able to interact directly with you on the battlefield. Whenever you take the attack action on your turn, you may roll any number of hit dice you have available as a bonus action. At the beginning of your next turn, you receive a penalty to your attack rolls with your spirit weapon, the penalty is equal to the number of hit dice used.

Alternatively, you may convince your spirit weapon to temporarily connect to the mind of a creature within 30 feet. As a bonus action, you can roll a Persuasion or Intimidation check representing your spirit weapon's influence, against any creature within range. If a creature fails its roll, you may add its result to your next Persuasion check or damage roll. However when you do so, you lose all the magical properties and features of your spirit weapon until the end of your next turn.

Unending Oath

At 20th level, you become one with your spirit weapon, constantly gaining the following benefits:

  • Your spirit weapon gains its own turn and goes immediately before you. It shares all of your mental abilities and has blindsight up to 100 feet.
  • Your spirit weapon gains Block as an action and can use it to grant you a +2 bonus to your AC and saving throws until the start of its next turn.
  • Your spirit weapon gains Multi Attack as a reaction and can make two melee attacks immediately after you take the attack action.
  • You no longer age and can't die of old age, becoming timeless just like your spirit weapon.
  • You can use your reaction to move your spirit weapon up to 300 feet.
  • You can share senses with, speak through, attack with, or cast spells from, your spirit weapon over any distance so long as you are both on the same plane of existence. When separated by more than 300 feet, it shares your hit points and has an AC of 15.

 

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