Sword Coast Adventurer's Guide

(Nancy Kaufman) #1

TENETS OF THE CROWN
The tenets of the Oath of the Crown are often set by the
sovereign to which their oath is sworn, but generally em-
phasize the following tenets.
Law. The law is paramount. It is the mortar that
holds the stones of civilization together, and it must be
respected.
Loyalty. Your word is your bond. Without loyalty,
oaths and laws are meaningless.
Courage. You must be willing to do what needs to
be done for the sake of order, even in the face of over-
whelming odds. If you don't act, then who will?
Responsibility. You must deal with the consequences
of your actions, and you are responsible for fulfilling
your duties and obligations.


OATH SPELLS
You gain oath spells at the paladin levels listed.


OATH OF THE CROWN SPELLS
Paladin Level
3rd
5th
9th
13th
17th

Spells
command, compelled duel
warding bond, zone of truth
aura of vitality, spirit guardians
banishment, guardian of faith
circle of power, geas

CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the follow-
ing Channel Divinity options.
Champion Challenge. You issue a challenge that com-
pels other creatures to do battle with you. Each creature
of your choice that you can see within 30 feet of you
must make a Wisdom saving throw. On a failed save, a
creature can't willingly move more than 30 feet away
from you. This effect ends on the creature if you are in-
capacitated or die or if the creature is moved more than
30 feet away from you.
Turn the Tide. As a bonus action, you can bolster
injured creatures with your Channel Divinity. Each
creature of your choice that can hear you within 30 feet
of you regains hit points equal to ld6 +your Charisma
modifier (minimum of 1) if it has no more than half of its
hit points.


DIVINE ALLEGIANCE
Starting at 7th level, when a creature within 5 feet of
you takes damage, you can use your reaction to mag-
ically substitute your own health for that of the target
creature, causing that creature not to take the damage.
Instead, you take the damage. This damage to you can't
be reduced or prevented in any way.


UNYIELDING SPIRIT
Starting at 15th level, you have advantage on saving
throws to avoid becoming paralyzed or stunned.

EXALTED CHAMPION
At 20th level, your presence on the field of battle is an in-
spiration to those dedicated to your cause. You can use
your action to gain the following benefits for 1 hour:

You have resistance to bludgeoning, piercing, and
slashing damage from nonmagical weapons.


  • Your allies have advantage on death saving throws
    while within 30 feet of you.
    You have advantage on Wisdom saving throws, as do
    your allies within 30 feet of you.
    This effect ends early if you are incapacitated or die.
    Once you use this feature, you can't use it again until
    you finish a long rest.


Rangers


MO TOLIO HELD OUT HIS ARM, AND THE GREAT OWL
promptly hopped onto it, carefully finding its footing on the
man's heavy leather sleeve.
"You have seen the draw?" Montolio asked.
The owl responded with a whoo, then went off into a
complicated series of chattering hoots and whoas. Montolio
took it all in, weighing every detail. With the help of his
friends, particularly this rather talkative owl, the ranger
had monitored the drow for several days, curious as to why
a dark elf had wandered into the valley. At first, Montolio
had assumed that the drow was somehow connected to
Graul, the chief ore of the region, but as time went on, the
ranger began to suspect differently.


  • R.A. Salvatore, Sojourn


Long have rangers walked the wilds of the Sword Coast
and the Savage Frontier. Like druids, their practices
date back to the earliest days of humanity. And long
before humans set foot in the North, elf rangers strode
through its forests and climbed its mountains. The tra-
ditions and outlook of these people are now shared by
members of many races. In particular, lightfoot halflings
frequently hear the call of the wild and become rangers,
often acting as guides and protectors of roving halfling
bands, and shield dwarves forced to wander far from old
clanholds sometimes follow the ranger's path.
Not every prospector wandering far hills or trapper
hunting through uninhabited lands becomes a ranger.
True rangers go out into nature and find it holy, and like
paladins, they are touched by something divine. Their
gods and creeds might differ, but rangers share similar
values about the sanctity of nature. While by no means
always aligned with one another, rangers are bound into
a loose community of sorts-one that often connects
with circles of druids.
In the North and throughout much of the Heartlands,
rangers use special marks to indicate campsites, dan-
gerous areas, evil creatures, foul magic, goblinoid activ-
ity, hidden caches of supplies, safe passage, shelter, and
graves or tombs. Many of these symbols were derived
from elven lore or borrowed from groups like the Harp-
ers. While by no means a secret language, these trail
marks are often obtuse to non-rangers, and even druids
might not understand them.
As a whole, rangers serve to help societies survive and
thrive in the wilderness. Much of the Sword Coast and

CHAPTER 4 I CLASSES
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