SIGNING IN

Hit Points

Hit Dice 1d10 per level

Proficiencies

CHA , CON

Sultansworn Paladin

Spell Slots per Spell Level

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1 + 2 Aetherial Arms Sworn Protector 0 0 0 0 0
2 + 2 Aetherial Arms Sworn Protector 2 0 0 0 0
3 + 2 Aetherial Arms Sworn Protector 3 0 0 0 0
4 + 2 Aetherial Arms Sworn Protector 3 0 0 0 0
5 + 3 Aetherial Arms Sworn Protector 4 2 0 0 0
6 + 3 Aetherial Arms Sworn Protector 4 2 0 0 0
7 + 3 Aetherial Arms Sworn Protector 4 3 0 0 0
8 + 3 Aetherial Arms Sworn Protector 4 3 0 0 0
9 + 4 Aetherial Arms Sworn Protector 4 3 2 0 0
10 + 4 Aetherial Arms Sworn Protector 4 3 2 0 0
11 + 4 Aetherial Arms Sworn Protector 4 3 3 0 0
12 + 4 Aetherial Arms Sworn Protector 4 3 3 0 0
13 + 5 Aetherial Arms Sworn Protector 4 3 3 1 0
14 + 5 Aetherial Arms Sworn Protector 4 3 3 1 0
15 + 5 Aetherial Arms Sworn Protector 4 3 3 2 0
16 + 5 Aetherial Arms Sworn Protector 4 3 3 2 0
17 + 6 Aetherial Arms Sworn Protector 4 3 3 3 1
18 + 6 Aetherial Arms Sworn Protector 4 3 3 3 1
19 + 6 Aetherial Arms Sworn Protector 4 3 3 3 2
20 + 6 Aetherial Arms Sworn Protector 4 3 3 3 2

Class Spells

Bless Ceremony|xge Command Compelled Duel Cure Wounds Detect Evil and Good Detect Magic Detect Poison and Disease Guiding Bolt Heroism Protection from Evil and Good Purify Food and Drink Sanctuary Searing Smite Shield of Faith Sleep Thunderous Smite Wrathful Smite Aid Branding Smite Calm Emotions Enhanced Ability Find Steed Gentle Repose Hold Person Lesser Restoration Locate Object Magic Weapon Moonbeam Prayer of Healing Protection from Poison See Invisibility Warding Bond Zone of Truth Aura of Vitality Beacon of Hope Blinding Smite Counterspell Create Food and Water Crusader's Mantle Daylight Dispel Magic Elemental Weapon Haste Magic Circle Nondetection Protection from Energy Remove Curse Revivify Spirit Shroud|tce Aura of Life Aura of Purity Banishment Compulsion Death Ward Find Greater Steed|xge Freedom of Movement Guardian of Faith Locate Creature Otiluke's Resilient Sphere Staggering Smite Stoneskin Banishing Smite Circle of Power Commune Destructive Wave Dispel Evil and Good Flame Strike Geas Hold Monster holy weapon|xge Scrying Wall of Force Banish|FFXIV Bravery|FFXIV Cure|FFXIV Banishra (Banish II)|FFXIV Cura (Medica)|FFXIV Faith|FFXIV Refresh|FFXIV Banishga (Banish III)|FFXIV Bar-Element|FFXIV Curada (Cure II)|FFXIV En-Element|FFXIV Esuna|FFXIV Curaga (Cure III)|FFXIV Protection|FFXIV Shell|FFXIV Banishja (Banish IV)|FFXIV Curaja (Cure IV)|FFXIV bless|xphb command|xphb compelled duel|xphb cure wounds|xphb detect evil and good|xphb detect magic|xphb detect poison and disease|xphb guiding bolt|xphb heroism|xphb protection from evil and good|xphb purify food and drink|xphb sanctuary|xphb searing smite|xphb shield of faith|xphb sleep|xphb thunderous smite|xphb wrathful smite|xphb aid|xphb shining smite|xphb calm emotions|xphb find steed|xphb gentle repose|xphb hold person|xphb lesser restoration|xphb locate object|xphb magic weapon|xphb moonbeam|xphb prayer of healing|xphb protection from poison|xphb see invisibility|xphb warding bond|xphb zone of truth|xphb aura of vitality|xphb beacon of hope|xphb blinding smite|xphb counterspell|xphb create food and water|xphb crusader's mantle|xphb daylight|xphb dispel magic|xphb elemental weapon|xphb haste|xphb magic circle|xphb nondetection|xphb protection from energy|xphb remove curse|xphb revivify|xphb aura of life|xphb aura of purity|xphb banishment|xphb compulsion|xphb death ward|xphb freedom of movement|xphb guardian of faith|xphb locate creature|xphb otiluke's resilient sphere|xphb staggering smite|xphb stoneskin|xphb banishing smite|xphb circle of power|xphb commune|xphb destructive wave|xphb dispel evil and good|xphb flame strike|xphb geas|xphb hold monster|xphb scrying|xphb wall of force|xphb

Class Features

Level 1

Aetherial Arms
Sworn Protector

Level 10

Archetype Feature

Level 11

Seasoned Fighting Style

Level 12

Ability Score Improvement

Level 14

Archetype Feature

Level 15

Spell and Steel

Level 16

Ability Score Improvement

Level 18

Knight's Benediction

Level 19

Ability Score Improvement

Level 2

Fighting Style
Spellcasting

Level 20

Unending Conviction

Level 3

Sultansworn Paladin Archetype

Level 4

Ability Score Improvement

Level 5

Extra Attack

Level 6

Archetype Feature

Level 7

Aura of Intervention

Level 8

Ability Score Improvement

Caster Progression

Caster Progression: 1/2

Proficiencies

Armor

light

medium

heavy

shield

Weapons

simple

martial

Skills

Starting Equipment

(a) a martial weapon and shield or (b) two martial weapon
(a) 5 javelins or (b) a simple weapon
(a) chain shirt and a holy symbol related to your home region

Class Features

Aetherial Arms (Level 1)

Beginning at 1st level, you are able to fill your equipment with aether to assist you in battle. As a bonus action you can focus your aether into your weapon, shield or armour to produce various effects:

Weapon

For 1 minute you, attacks with your weapon deal bonus radiant damage equal to your proficiency bonus.

Shield

For 1 minute your AC gains a bonus equal to half your proficiency bonus (rounded down).

Armor

For 1 minute when you take damage, it is reduced by a number equal to your proficiency bonus.

You can infuse your weapons with aether a number of times equal to your proficiency bonus. Uses of this feature are refreshed when you complete a long rest.

Sworn Protector (Level 1)

Beginning at 1st level, as a bonus action you swear an oath of protection to an ally within 10ft. of you, filling them with protective aether. While you are within 10ft. of the creature they have resistance to all damage, but when they take damage, you receive the same amount of damage. On your turn, you can use your bonus action to end this oath or change the target of the oath.

Fighting Style (Level 2)

Beginning at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Blessed Warrior

You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Spellcasting (Level 2)

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell

Spell

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.

Sultansworn Paladin Archetype (Level 3)

At 3rd level, you choose your paladin's martial devotion. You choose between the Arms Master, Great Knight or Crusader. Your devotion grants you features at 3rd level and again at 6th, 10th, and 14th level.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Archetype Feature (Level 6)

At 6th level, you gain a feature granted by your Sultansworn Paladin Archetype.

Aura of Intervention (Level 7)

Beginning at 7th level, you constantly emanate a benevolent aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

When an allied creature is reduced to 0 hit points while in your aura, as a reaction you can reinforce their will. They drop to 1 hit point instead. They can't benefit from this feature again until they finish a long rest.

At 18th level, the range of this aura increases to 30 feet.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Archetype Feature (Level 10)

At 10th level, you gain a feature granted by your Sultansworn Paladin Archetype.

Seasoned Fighting Style (Level 11)

Beginning at 11th level, you can choose a second option from the Fighting Style class feature.

Blessed Warrior

You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Archetype Feature (Level 14)

At 14th level, you gain a feature granted by your Sultansworn Paladin Archetype.

Spell and Steel (Level 15)

Beginning at 15th level, when you cast a spell, you may use your bonus action to make a melee weapon attack.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Knight's Benediction (Level 18)

Beginning at 18th level, the strength of your conviction allows you to rapidly recover from wounds. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Unending Conviction (Level 20)

Beginning at 20th level, when you roll initiative and have no more uses of your aetherial arms feature left, you gain 2 uses of aetherial arms.

Multiclassing

Multiclassing Requirements

{"cha":13}

Proficiencies Gained

Armor light , medium , shield
Weapons simple , martial

Subclasses

Arms Master
FFXIV
Crusader
FFXIV
Great Knight
FFXIV

Subclass Features

Arms Master

Arms Master (Level 3)

Seeking to become master of their craft, Arms Masters are warriors at heart who seek make their weapons a natural extensive of themselves. These highly skilled paladins seek to balance their renown defensive ability with unrelenting offense.

Sword Oath

3rd-level Arms Master feature

Beginning at 3rd level, while your Aetherial Arms feature is empowering your weapon it glows with a shining light. The weapons emits bright light in a 20-foot radius and dim light for an additional 20 feet. Additionally, the weapon gains an additional bonus to attack rolls equal to half of your proficiency bonus.

Aura of Valor (Level 6)

6th-level Arms Master feature

Beginning at 6th level, you constantly emanate a prideful aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Rage of Halone (Level 10)

10th-level Arms Master feature

Beginning at 10th level, while your Aetherial Arms feature is empowering your weapon, as a bonus action you may make an attack with it.

Spirits Within (Level 14)

14th-level Arms Master feature

Beginning at 14th level, while your Aetherial Arms feature is empowering your weapon, the weapon deals bonus radiant damage equal to your Charisma modifier.

Crusader

Crusader (Level 3)

Paladins in addition to great martial skill have developed magic which reflect their pure hearted convictions, manifesting as divine magic. Crusaders seek to rapidly expand the school of divine magic.

Stave Oath

3rd-level Crusader feature

Beginning at 3rd level, you've sworn an oath to master divine magic. Your convictions manifest as a pool of aetherial energy you can use to cast your paladin spells. You have a pool of points equal to your proficiency bonus. When you cast a Paladin spell, instead of spending a spell slot, you may spend a number of these points equal to the spell's level to cast the spell.

These points are recovered when you complete a long rest.

Aura of Faith (Level 6)

6th-level Crusader feature

Beginning at 6th level, you constantly emanate a soothing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

When you cast a paladin spell, as a bonus action you can recycle the aether of the spell, healing yourself and a number of creatures equal to half your proficiency bonus (rounded down) by a number of hit points equal to your Charisma ability modifier.

At 18th level, the range of this aura increases to 30 feet.

Chivalrous Casting (Level 10)

10th-level Crusader feature

Beginning at 10th level, when you cast a spell using a spell slot you gain a number of Stave Oath points equal to half the spell level (rounded down, minimum of one stave oath point). You do not gain stave oath points when you cast a spell using your Stave Oath feature.

Requiescat (Level 14)

14th-level Crusader feature

Beginning at 14th level, when you cast a spell, you can spend Stave Oath points equal to the spell's level to manipulate key elements of the spell to better suit your needs. You do not gain Stave Oath points from the cast of a manipulated spell.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend Stave Oath points equal to the spell's level and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you spend Stave Oath points equal to the spell's level to change the casting time to 1 bonus action for this casting.

Great Knight

Great Knight (Level 3)

The Great Knights are paladins who are fully committed to the original goals of the sultansworn paladins, defense of their liege, their home and their people. The earliest paladins infused their shields with aether to defend the commonfolk and Great Knights hope to elevate this simple principle to ensure their charges live to tell their stories.

Shield Oath

3rd-level Great Knight feature

Beginning at 3rd level, while your Aetherial Arms feature is empowering your shield it glows with a shining light. The shield emits bright light in a 20-foot radius and dim light for an additional 20 feet. Additionally, when aetherial arms is empowering your shield, the shield's bonus AC is increased by your proficiency bonus instead of half of the value.

Aura of Truth (Level 6)

6th-level Great Knight feature

Beginning at 6th level, you constantly emanate an aura of clarity while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

Any enemy creature that enters your aura must succeed on a Charisma saving throw or have their intentions revealed to you, imposing disadvantage on their next attack roll against you. An invisible creature that fails this saving throw is revealed.

At 18th level, the range of this aura increases to 30 feet.

Sentinel (Level 10)

10th-level Great Knight feature

Beginning at 10th level, while your Aetherial Arms feature is empowering your shield and you have a creature under the effect of Sworn Protector, as a reaction you can apply your aetherial arms shield bonus to their AC as long as they stay within range of sworn protector until the start of your next turn.

Passage of Arms (Level 14)

14th-level Great Knight feature

Beginning at 14th level, when your shield is empowered by your Aetherial Arms feature, as an action you manipulate the aether of your aura into a powerful barrier. All creatures in a 30ft. cone take reduced damage equal to your proficiency bonus + your charisma modifier until the start of your next turn.

Using this feature ends the current effect of the aetherial arms feature.