Oath of the Blades

by DisTheChris

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Oath of the Blades

The Oath of the Blades offers one to walk the path of martial mastery through weaponry. Paladins who have sworn the Blades' oath know there are risks and responsibilities when it comes to wielding a weapon, whether by choice or by force, and their tenets reinforce these aspects to an absolute.

Tenets of the Blades
  • Steel Your Resolve. When you draw your weapon with a reason, then see it through to the end.

  • Clear Your Heart. Wield your weapon with purpose. Let others know why you fight.

  • Respect Your Discipline. Treat the weapons you touch with care, for they will not wrong you in times of crisis.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Ensnaring Strike, Zephyr Strike
5th Cloud of Daggers, Spiritual Weapon
9th Conjure Barrage, Haste
13th Freedom of Movement, Guardian of Faith
17th Animate Objects, Steel Wind Strike

Channel Divinity

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

  • Tempered Arms. As a bonus action, you use your Channel Divinity to reinforce the weapons of your own and your allies. Choose any number of weapons that you can see within 30 feet. If the weapon is currently being held or carried by a creature, that creature must be willing. For 1 minute, all affected weapons becomes magical and gains a +1 bonus to attack and damage rolls made with it.

  • Martial Candace. You use your Channel Divinity to enact one of your martial prowess and cast an Oath Spell of your choice to which you have access. The spell's level is equal to your highest available spell slot in this class, and you do not expend a spell slot in this way.

Blade's Reach

Starting at 7th level, you constantly project the lethality of your weapon in the form of an aura while you are holding a melee weapon and not incapacitated. This aura extends for a number of feet equal to 5 + the melee weapon's reach in all directions but not through total cover. If you're holding two melee weapons, you use the weapon with the farthest reach for your aura's range.

Whenever you make a weapon attack on your turn you may make that attack against any creature within your aura. Additionally, any time a creature that you can see enters or exits this aura, they provoke an opportunity attack from you.

At 18th level, the range of the aura increases to 10 + weapon's reach.

Warrior's Spirit

Starting at 15th level, you gain a number of temporary hit points equal to half of the total damage you've dealt with weapon attacks at the end of each of your turns.

Master of Arms

At 20th level, you pour your experience and skills into your weapons, letting it become an extension of yourself. As a bonus action, you gain the following benefits for 1 minute:

  • When you roll for damage for your weapon attacks, you roll the weapon's damage die a second time and add it to the total.

  • You always have advantage on attack rolls you make with a weapon.

  • The number you need to roll a Critical Hit while attacking is reduced by 1.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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