Paladin
Base Class: Paladin

Also known as the anvil knights, paladins who take the Oath of the Reforged are committed to a belief that every mind is a tool or a weapon that is forged by their experience. These knights forge strong bonds with others, and denounce those who would chain or fetter a living being. Some come to this oath seeking atonement for past sins, in the hopes of reforging themselves into something greater, and still others come in the hopes of forging a better world through their actions.

Tenets

Cohesion. Steel is stronger than iron because of carbon. So too are you more than yourself. Form an alloy, ally with others, and find strength in it. Conflict is a last resort. Aim for cooperation.

Breaker of Chains. The smith's hammer can create chains that imprison, and it can break the chains it has forged.

Reforged in Fire. A sword tempered by challenges is stronger than before. Temper yourself with your code and you will be reforged.

Forge of the Mind. The mind is a crucible that forges ideas, and must be stoked as much as the smith's forge. Promote creativity, stop destruction.

Oath Spells

3rd-level Oath of the Reforged feature

You gain oath spells at the paladin levels listed in the Oath of the Reforged Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Reforged Spells
Paladin Level Spells

3rd

identify, shield

5th

continual flame, magic weapon

9th

fireball, protection from energy

13th

fabricate, fire shield

17th

creation, legend lore

Channel Divinity

3rd-level Oath of the Reforged feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Enchant Weapon / Armor. As an action, you touch one nonmagical metallic weapon or one piece of nonmagical metallic armor. This item becomes a magic item. Weapons grant a +1 bonus to attack and damage rolls, and armor grants a +1 bonus to armor class.

Inspiration to Others. An exemplar of creating both physical and more ephemeral art, you inspire others with your work. After you deal damage with your Divine Smite feature, as a bonus action you can choose up to 3 creatures within 30 feet of you who can see you. For the next hour, these creatures gain advantage on their next attack roll, ability check, or saving throw.

Aura of Freedom

7th- and 18th-level Oath of the Reforged feature

Starting at 7th level, you and any creatures of your choice within 10 feet of you cannot be restrained, and gain advantage on any Strength (Athletics) or Dexterity (Acrobatics) checks made to break a grapple. This aura has no effect if you are incapacitated.

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

 

Freedom of the Mind

15th-level Oath of the Reforged feature

Beginning at 15th level, whenever you or a creature you can see within 30 feet of you fails a Wisdom, Charisma, or Intelligence saving throw saving throw against being charmed, you can use your reaction to choose for them to succeed instead. You can do this a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses of this feature when you complete a long rest.

 

Light of the Forge

20th-level Oath of the Reforged feature

At 20th level, as an action, you emanate the heat of the forge. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature begins their turn in the bright light, the creature takes 10 fire damage. In addition, choose one of the following effects. After the chosen effect is resolved, the bright light goes out. Once you use this feature, you must complete a long rest to use it again.

  • Unmaking. One magic item of your choice that is not being carried within the bright light is unmade. If the item’s description specifies the manner in which the item must be unmade (e.g. through the very fires in which it was forged), roll a d100. If the result is below your Charisma score, the item is unmade regardless of restrictions on its unmaking. If the result is greater than or equal to your Charisma score, the object is not unmade, but the knowledge of how to do so enters your mind if you didn’t already know it. This cannot be attempted twice on the same magic item.
  • Reforging. One magic item of your choice within the bright light is reforged. If it was broken, it is remade with the magic intact. If it was not broken, it is tempered and upgraded. A +1 magic item will become a +2 magic item. If the item is already +3, its bonuses will not increase, but it will achieve sentience. A sentient +3 magic item cannot be upgraded with this feature, nor can a magic item be upgraded by this feature more than once.
  • Tempering. You and up to 4 allies of your choice become immune to fire damage while in the bright light. In addition, all weapon attacks from you and these allies deal an additional 1d4 fire damage while in the bright light.

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