Paladin
Base Class: Paladin

Play a mecha in dnd! IT'S METAL TIME BABY

 

It's being really annoying about the additional spells so I'm listing them here sorry

  • Heat Metal
  • Steel Wind Strike
  • Stoneskin
  • Thunderwave
  • Tether Essence
  • Crush

Channel Divinity

Magnet Storm. As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute, using your Channel Divinity. For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.

Break the Mold. As an action, you steal an enemy's armor for yourself, using your Channel Divinity. Target one creature you can see within 30 feet of you to make a Constitution saving throw. If they fail, they lose 1 AC and your AC raises by 1 for the next minute.

Aura of Polarity

Starting at 7th level, enemies within 10 feet of you lose 10 feet of movement speed.

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

Attract and Repel

At 15th level, when another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.

Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Ferromancer's Vow

Bind a piece of armor to an ally. While within 60 feet of them, they gain +1 AC. 

As an action, sever the bond to force all enemies in a line between the two of you to make a Constitution saving throw against your Paladin spell save DC. On a failed save, they are stunned until the end of your next turn. On a successful save, they have disadvantage on attack rolls until the end of your next turn.

Oath Of Iron Image

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