Paladin & Homebrew

SWORD SAINT

A true samurai has only one judge of his honor, and that is himself. Decisions you make and how those decisions are carried out are a reflection of who you truly are. You cannot hide from yourself. - Akodo's Leadership, Legend of the Five Rings

Inspired on Orlandu from Final Fantasy Tactics


Prerequisite

You cannot wield a shield or have a shield as your holy symbol. A sword saint often has his holy symbol tied to the pummel of his sword or wrapped around his hand.


Channel Divinity

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

Hallow Weapon. As a bonus action, you can imbue one sword that you are holding with positive/negative energy, using your Channel Divinity. For 1 minute, the first creature you hit on each of your turns with a sword takes extra damage equal to 1d6 plus half your Paladin level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature. 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.


Blade Barrier

Those who would strike the emissaries of the Light had best take warning, for retribution shall be swift and certain.

Starting at 7th level, you can use your reaction provided that a creature moves within 10 feet of you. You move 5 feet before the attack and then, you make a melee opportunity attack against it. If you hit the creature, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.


Relentless Blade

A serene sense of lucidity eases the minds of the Paladin, giving them the freedom to focus on individual tasks despite the chaos and distractions of battle. This sense of tranquility allows the Paladin to strike calculated and devastating blows.

Beginning at 15th level, you can use your Channel Divinity twice between rests. In addition to any other benefits your channel divinity provides, when you score a critical hit with the weapon or use your Divine Smite feature, you can make one extra melee weapon attack as a bonus action. This feature synergizes with your sword saint spells, e.g., if you cast Judgment Blade and smite as part of the attack, you can make one extra attack as a bonus action.


Paladin Level Spells
Cantrips Green-Flame Blade, Booming Blade
3rd Zephyr Strike, Hellcry Punch
5th Icewolf Bite, Lightning Stab
9th Stasis Sword, Spirit Guardian

Sword Saint Spells

Sword Saint Spells are one of the most well kept secrets of the order. You cannot acquire these spells through the lore bard magical secret class feature. College of valor or sword bards can still learn these spells.

Starting at 3rd level, you have learned to regain some of your magical energy by meditating on your sword-play. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Paladin level (rounded down), and none of the slots can be 3rd level or higher.

Hellcry Punch

1st-level evocation

  • Casting Time: 1 Reaction which you take when you are hit by an attack
  • Range: 5 feet
  • Components: V, M (a weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails.

On a hit, the target suffers the attack’s normal effects, and a wave of thunderous force sweeps out from your strike. The target must make a Strength saving throw. The target takes 1d6 thunder damage and, on a failed save, is pushed 10 feet away from you.

"Demolish weapons with fury! Hellcry Punch!"


Judgment Blade

1st-level evocation

  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon), S
  • Duration: Concentration, up to 1 minute

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails.

On a hit, the target suffers the attack’s normal effects, and a terrific wail assails the target causing the target to take an extra 1d8 psych damage. At the start of each of its turns until the spell ends, the target must make a Charisma saving throw. One a failed save, the target must roll a d4 and subtract the number rolled from any attack roll or saving throw.

"Heaven's wish to destroy all minds... Judgment Blade!"



Lightning Stab

2nd-level evocation

  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon), S
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails.

On a hit, the target suffers the attack’s normal effects, and purple lightning leaps from the target to 3 different creatures of your choice that you can see within 30 feet of it. The second creatures take 2d6 lightning damage. You can teleport to an unoccupied space adjacent to any of the creatures targeted by the lightning.

"Absorb power in the sky and strike! Lightning Stab!"



Icewolf Bite

2nd-level evocation

  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon), S
  • Duration: Concentration, up to 1 minute

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails.

On a hit, the target suffers the attack’s normal effects, and spectral frost covers the target’s weapon or gear causing the target to take 2d6 ice damage. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, the target is restrained and takes 2d6 ice damage. On a successful save, the spells ends.

"Armor won't help the heart stay sharp... Icewolf Bite!"



Stasis Sword

3rd-level evocation

  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon), S
  • Duration: up to 1 minute

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails.

On a hit, the target suffers the attack’s normal effects and a rift through time and space deals an extra 3d6 force damage to the target, which is them slowed. The target’s speed is halved, it takes a -2 penalty to AC and Dexterity Saving Throws, and it can’t use reactions. On its turn, it can use either an action or a Bonus Action, not both. Regardless of the creature’s Abilities or Magic Items, it can’t make more than one melee or ranged Attack during its turn.

If the creature attempts to Cast a Spell with a Casting Time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this spell makes a Wisdom saving throw at the end of its turn. On a successful save, the effect ends.

"Life is short... Bury! Stasis Sword!"


art by Dongho Kang