Base Class: Paladin
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Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Conquest Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Identify, shield |
| 5th | cloud of daggers, heat metal |
| 9th | conjure barrage, tiny hut |
| 13th | fabricate, summon construct |
| 17th | creation, wall of stone |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Artisan's Blessing. You can use your Channel Divinity to perfect your crafts. While using artisan tool you are proficient with to either craft something or help someone else craft something, you can channel your divine energy into the project to improve the final result. When you make your skill check, rather than rolling a d20, instead roll a d10 and add 10. If you were helping someone else, they can add 1d4 to their still check.
Manifest. You can use your Channel Divinity to synthesize what you need most. As a bonus action, you can create either a nonmagical object or a weapon that appears in your hands. If you create an object, the gold value can't be more than 25 gp times your proficiency bonus and it must be size small or smaller. The object disappears after 1 hour. You can create objects that require separate parts to function (a lamp with oil) but you cannot create multiple separate items (a tool kit). If you create a weapon, it must be wieldable by a single person (no ballista) and while you are the one wielding it, the weapon is considered magical for the purpose of overcoming damage resistance and gains a bonus to hit and to damage equal to half your proficiency bonus. The weapon disappears after 1 minute.
Aura of Reinforcement
Starting at 7th level, your mere presence can make the world around you more stable and resilient. While you are conscious, you and friendly creatures within 10 ft of you have your armor class increased by 1. Additionally, when rolling to maintain concentration those creatures get a bonus to their roll equal to your Charisma modifier.
At 18th level, the range of this aura increases to 30 feet.
Divine Implement
Starting at 15th level, a piece of your power is imbued into everything you create. After completing a long rest, you can choose a number of items you've crafted equal to 1 + your Charisma modifier and designate them as divine implements until you complete your next long rest. Any friendly creature in possession of a divine implement is considered to be within your aura. If you use your Channel Divinity: Manifest to create a weapon, all of your divine implements also become empowered for the duration. The type of item will determine its empowerment. Any friendly creature in possession of a divine implement can also choose to expend most of the energy within it to cause an effect based on the type of item; the item is still considered a divine implements. If a creature both possesses a divine implement and is with your true aura, they get an additional +1 to either the divine implement bonus or your aura's bonus (their choice).
- Weapon or Spell Focus: When empowered they grant the wielder +1 to attack and damage rolls and their attacks with the weapon are considered magical. Once when the creature hits with an attack using the weapon, they can expend the item's energy to increase the damage by 2d4+ your Charisma modifier
- Armor: When empowered it grants the wearer +1 to Strength, Dexterity, and Constitution saving throws. Once when the creature takes damage, they can use their reaction to expend the item's energy to reduce that damage by 2d4 + your Charisma modifier.
- Miscellaneous items: When empowered they grant the wielder +1 to Intelligence, Wisdom, and Charisma saving throws. Once when the creature fails a saving throw, they can use their reaction to expend the item's energy to add 2d4 + your Charisma modifier, potentially changing a failure into a success.
Avatar of Creation
At 20th level, your divine powers allow you to bring into being just about anything you can think of, often permanently adding to what exists in the world.
Any nonmagical objects you create with your Channel Divinity: Manifest do not disappear unless you set a duration for them upon creation. Additionally, you can now create multiple objects with one use, so long as their total gold value does not exceed the new limit of 500 gp. All objects must be medium or smaller.
As an action, you can take on a more godly form, bringing to bear the full power of the son of Creation. When you do, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage and you gain true sight out to a range of 60 ft. Additionally, you can use a variable amount of divine energy to fabricate an item below artifact rarity. You remain in this state for 10 min, and all items fabricated with this ability disappear when it ends. There are no size restrictions, and items can appear anywhere within 60 ft of you in any form you choose (if you create 10 tons of bricks and mortar you can fabricate them directly into a building). If a creature is willing, items can appear on their person or in their hands and are automatically attuned to if able. If they are unwilling, the item will appear in the closest unoccupied space instead.
This ability has up to15 divine energy that can be used when it is activated once per long rest + 12 hours per DE beyond 3 that is consumed. Items have the following divine energy costs:
- Legendary- 5 DE
- Very Rare- 3 DE
- Rare- 2 DE
- Uncommon- 1 DE
- Common magic items and mundane items- 1 DE per 1000 gp
Some items even within these rarities cannot be fabricated (e.g.- Luck Blade)
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