
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. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. Starting at 3rd level, you have learned to regain some of your magical energy by meditating on your sword-play. College of valor or sword bards can still learn these spells. You cannot acquire these spells through the lore bard magical secret class feature. Sword Saint Spells are one of the most well kept secrets of the order. 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. 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 sense of tranquility allows the Paladin to strike calculated and devastating blows.īeginning at 15th level, you can use your Channel Divinity twice between rests. This stops any movement they may have been taking.Ī 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. If you hit the creature, its speed drops to 0 for the rest of the turn. You move 5 feet before the attack and then, you make a melee opportunity attack against it. Starting at 7th level, you can use your reaction provided that a creature moves within 10 feet of you. Those who would strike the emissaries of the Light had best take warning, for retribution shall be swift and certain. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. You can end this effect on your turn as part of any other action. If the weapon is not already magical, it becomes magical for the duration. The extra damage is necrotic or radiant you choose the type of damage when you gain this feature. 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. As a bonus action, you can imbue one sword that you are holding with positive/negative energy, using your Channel Divinity. When you take this oath at 3rd level, you gain the following Channel Divinity option. A sword saint often has his holy symbol tied to the pummel of his sword or wrapped around his hand. You cannot wield a shield or have a shield as your holy symbol.
