Base Class: Paladin
The Oath of the Iron Maiden is a cosplay subclass for Rell from League of Legends. The subclass is intended to allow the player to play a character that invokes the idea of Rell. The Oath of the Iron Maiden will not stand for the suffering of others, of show any mercy for the once whom would willingly cause such suffering. Blessed by the forge with Ferromancy; metal magic, the Oath of the Iron Maiden Paladin uses their armor as a shield for the weak and a weapon against their enemies.
Tenets of the Iron Maiden
No one is born to suffer, and the only once who deserve it are the ones causing it.
Guardian of the Null. Magic is too often use for the act of oppression. Those who would exert their power to dominate others shall be smote.
Be Their Shield. The ones who are in the most trouble often have the least options to defend themselves. Always stand between the helpless and whatever harm comes their way.
Strong as Metal. The Iron Maiden is to be ready for any challenge and must never backdown when it means others will come to harm.
Cold as Iron. When the time comes you must to be willing do what is absolutely necessary.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Iron Maiden table. See the Sacred Oath class feature for how oath spells work.
Oath of the Iron Maiden Spells
| PALADIN LEVEL | SPELLS |
|---|---|
| 3rd | earth tremor, shield |
| 5th | heat metal, maximilian's earthen grasp |
| 9th | beacon of hope, erupting earth |
| 13th | stone shape, stoneskin |
| 17th | transmute rock, wall of stone |
Channel Divinity
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Summon Steed. You can use your Channel Divinity to summon forth a powerful iron steed. As a bonus action, you can summon an Animated Armor Steed within 5 feet of you. You can choose to mount the steed as part of the bonus action. The steed last for a number of hours equal to your paladin level. See this creature’s game statistics in the Animated Armor Steed stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance; your choice has no effect on its game statistics.
In combat, the steed shares your initiative count. It can move at the same time as your move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. The creature disappears when it drops to 0 hit points, if you are incapacitated, or if the channel divinity ends.
Large construct
Armor Class 14 + PB (natural armor)
Hit Points 5 times your Paladin level (the steed has a number of Hit Dice [d8s] equal to your artificer level)
Speed 60 ft.
Saving Throws Str +4 plus PB, Con +1 plus PB
Skills Athletics +4 plus PB
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Trampling Charge. If the steed moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone.
Actions
Hooves. Melee Weapon Attack: 4 + PB, reach 5 ft., one target you can see. Hit: 1d8 + PB bludgeoning damage.
Crash down. The steed breaks apart and forms into a suite of armor. Target one creature within 5 feet of the steed. The targets gains a bonus to AC equal to your PB. The target gains temporary hit points equal to the steeds current hit point.
When in crash down the steed can not use any actions except the Mount Up action. If the temporary hit points are expended the steed's hit points are consider to be at 0.
Mount Up. The armor breaks apart and takes the form of a steed. The steeds current hit points are equal to the amount of temporary hit points remaining from the Crash Down action. The target of crash down loose all temporary hit points and the AC provided from Crash Down.
The mount up action can only be used when the steed is in its armor form as described in the crash down action.
Full Tilt. As a bonus action, you choose a number of creatures equal to your charisma modifier (minimum of 1) within 60 feet. All targets gain a bonus to their walking speed by 20 feet and do not provoke opportunity attacks until the end of your next turn. In addition all targets also gain a bonus to weapon attack rolls equal to your charisma modifier (minimum of 1) until the end of your next turn. Targets also add an additional 2d8 radiant damage the next time they hit a creature with a weapon attack before the end of your next turn.
Aura of Magnet Swarm
Starting at 7th level, you constantly emanate a magnetic aura while you’re not incapacitated. The aura extends 5 feet from you in every direction, but not through total cover.
Any creature of your choice that starts it's turn within 5 feet of you has disadvantage on attack rolls against targets other than you until the start of your next turn.
At 18th level, the range of this aura increases to 10 feet.
Shattering Smite
At 15th level, you can call on the force of feromancy to cripple your foes defenses. When using your divine smite, or Improved divine smite features against a target wearing medium or heavy armor you deal 1d8 extra bludgeoning damage and reduce the targets AC by 1. If the target is a construct made of metal the AC loss is increased to -2. The AC loss caused by this feature can not exceed your proficiency bonus.
Feromancer
At 20th level, as an action, your feromancy reaches its peek power. For the next minute, you gain access to the Rend Metal Bonus Action.
You choose a portion of metal or ore that you can see within range and that fits within a 5-foot cube and preform one of the following effects:
* If you target an area of loose ore within 20 feet, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
* If you target an area of metal not being worn or carried within 5 feet, you can rip it apart creating a hole in the metal up to 5 feet. The hole is big enough for a medium or smaller size creature to squeeze though the hole, casting the spell twice in the same 5 foot area allows a medium or smaller size creature to pass through unimpeded.
* If you target an area of metal that is being worn within 5 feet, you cause the worn metal to crumple and crush the wearer. You cause a target to make a constitution saving throw, on a failure the target takes 4d6 bludgeoning damage.
* If you target an area of metal that is being carried within 10 feet, you cause the carried metal to be pulled down to the earth. You force a target to make a strength saving throw versus your spell save DC, on a failure the target drops what ever it was holding.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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6/16/2023 8:14:14 PM
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