Paladin
Base Class: Paladin

Becoming a paladin involves taking vows that commit the  paladin to the cause of righteousness, an active path of  fighting wickedness. The final oath, taken when he or she  reaches 3rd level, is the culmination of all the paladin’s  training. Some characters with this class don’t consider  themselves true paladins until they have reached 3rd level  and made this oath. For others, the actual swearing of the  oath is a formality, an official stamp on what has always  been true in the paladin’s heart. 

Oath of the Hammer

Requirement: Dwarf race 

Within the halls of Citadel Adbar in the icy North, an elite  order of warrior-priests stands ready to defend the dwarven  people against the onslaught of fell giants, dark elves, and  goblinoids. Called the Hammers of Moradin, they serve as  Citadel Adbar's rallying point against the incursion of dark  creatures that haunt the North. The regular army, known as  the Iron Guard, defends the city capably, but the Hammers actively strike out against the monsters farther afield,  bringing the righteous fury of the Soul Forger to their  enemies' very doorsteps. 

Tenets of the Hammer 

The tenets of the Hammer of Moradin are concerned with  defending the dwarven race from its enemies and proudly  preserving the dwarven tradition. 

 Defend the Dwarven Race. Every dwarf is your kin,  and they must be protected. 

 Destroy the enemies of the Dwarves. Your enemies  deserve neither pity nor mercy. Crush them under your  hammer. 

 Preserve Dwarven Craft. Weapons and armor of  dwarven make are the finest in the world and deserve to be  protected. 

 Honor Moradin. The Stone Father lends you his might  to defend your people. Your devotion to Moradin must be unquestionable. 

Channel Divinity

When you take this oath at 3rd level, you gain the  following two Channel Divinity options. 

Hammer Throw

Starting at 7th level, all hammers you wield, including light hammers, mauls, and warhammers, are considered magical and have the Thrown property, with a range of 30/60 feet.  Hammers you throw return to your hand at the end of your turn. 

At 18th level, you can throw a hammer in a 60-foot line as an action. Make a single attack roll and compare it against the AC of each creature in this line, dealing damage normally on a hit.

Stoneguard

By 15th level, you can use your reaction when you take  bludgeoning, piercing, and slashing damage from a  nonmagical weapon to reduce this damage by 5. This  damage reduction stacks with other sources.

Avatar of the Stone Father

At 20th level, you can become imbued with the awesome power of the Stone Father as an action. For the next minute, you have resistance to all damage, cannot be moved against your will, and your attacks deal an additional 1d8 damage. After using this ability, you must complete a long rest before using it again.

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