Oath of the Blade
Fight with Honour and Martial Superiority
Paladins who swear the Oath of the Blade dedicate their lives to becoming masters of combat. Often given the title of Blade Master, these paragons of battle strive for mastery with the armaments of war. Some serve as mercenaries, and others as guardians or bodyguards. However, no matter their station Paladins of the Blade always look to test their martial skills.
These paladins share the following tenets:
- Level the playing field for a fair fight.
- All warriors deserve respect, even the most bitter foes.
Level 3: Combat Superiority
You have honed your martial skill. You learn Manoeuvre that are fueled by special dice called Superiority Dice, gaining the benefits below:
Manoeuvre
You learn two different Manoeuvre of your choice from the "Manoeuvre Options" section of the Battle Master Archetype. Many Manoeuvre enhance an attack in some way. You can use only one Manoeuvre per attack. Each time you gain a Paladin level you can replace a Manoeuvre you know with another Manoeuvre of your choice.
Superiority Dice
You have three Superiority Dice, which are d6s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short Rest or Long Rest.
Saving Throws
If a Manoeuvre requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Level 3: Sacred Duel
As a Bonus Action, you can expend one use of your Channel Divinity to begin a Sacred Duel. Choose one creature that you can see within 30 feet, it must make a a Wisdom saving throw. On a failed save, it is engaged in a Sacred Duel, designating you and the target as Duelists. On successful save, your use of Channel Divinity is not expended. Duelists are under the following effects:
Resistance Duelists have Resistance to all damage from creatures, except for the other Duelist.
Limited Targeting Duelists has Disadvantage on attack rolls against other creatures, except for other Duelists.
This Sacred Duel lasts for 1 minute, or until one Duelist have the Unconcious condition. Alternatively, a Duelist can choose to yield, ending the Sacred Duel early (no action required), when they do, it has the Stunned condition until the end of its next turn.
Level 7: Additional Fighting Style
You gain another Fighting Style feat of your choice.
Level 7: Masterful Technique
You gain one additional Superiority Die, and your Superiority Dice become d8s. You also learn two additional Manoeuvres of your choice. When you reach Paladin level 15 you gain another Superiority Die (for a total of five), and your Superiority Dice become d10s. You also learn two additional Manoeuvres.
Level 15: Incredible Alacrity
You possess an unnatural level of awareness.
Blindsight You have Blindsight equals to your Aura of Protection's range.
Counterstrike When a creature you can see hits you with a Melee attack, you can make an Opportunity Attack against it.
Level 20: Warrior of Legend
As Bonus Action, you can enter a battle trance that enhances your combat skills to legendary levels, granting the benefits below for 1 minute, until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Free Manoeuvre Once per turn, when you use a Manoeuvre, you can roll a d6 and use the number rolled instead of expending a Superiority Die.
Saving Throw Advantage You have Advantage on all saving throws so long you don't have the Incapacitated condition.
Written by Laserllama Modified & Adapted to PHB'24 by Eschatologue