Paladin
Base Class: Paladin

The Oath of Creation is sworn by those who have taken a craft as their holy mission.  It is unusual for a potential paladin to swear this oath, but those that do realise that to find the best ingredients and other techniques means venturing out to the wilderness, and seeking lost knowledge and crafts and may require the protection of the divine to survive.  They proudly bear weapons and armor of their own making, to show others their talent, and trusting in them to bear them safely through a hostile world

TENETS OF CREATION

The wording of the oath may change depending on the Paladins craft, but they all share these core tenets

Perfection.  Strive for perfection in all actions.

Improvement. Learn from your mistakes, but don't repeat them.

Invention.  Do not accept that because a thing works, it cannot be done better

Share.  Teach those willing on how things are done, and learn from their ways in return.

Channel Divinity

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

Craft Rune. By conducting an hour long ritual using your Channel Divinity, you can inscribe a Rune into a weapon or armor.  Each rune confers a bonus to the gear depending on the type of rune. As an action, the wearer can consume the rune for a temporary bonus, after which the rune is lost. Each active rune must be different and on a seperate piece of equipment.  Attempting to inscribe an already active rune will cause the previous version to deactivate and crafting onto gear that already holds a rune will deactivate the previous rune. You can have a number of active runes equal to your Charisma modifier, and crafting any more will cause the oldest rune to deactivate.  As a default, your diety imparts the knowledge of the rune below. Others can be discovered as decided by your DM.

    Rune of Protection.  This confers a +1 bonus when scribed onto a Shield or Armor.  Consume Effect. You and all friendly creatures with 10 feet of you have advantage on saving throws until the start of your next turn.

Fire of the Forge. As an action, your weapon is blessed by your deity and infused with holy fire for the next minute using your Channel Divinity.  Successful attacks with this weapon do extra fire damage equal to your Charisma modifier. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action.  If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Enhancement

Starting at 7th level, you and friendly creatures within 10 feet of you gain a +2 bonus to skill checks while you are conscious.

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

Crafter's Endurance

You are always under the effects of a protection from energy spell. You decide what type of energy applies at the end of a long rest. If you cast the spell, you can change the type of damage you gain resistance to, which replaces the current resistance.

Battle Forged

From 20th level, you can use your action to become a metallic skinned juggernaut.  You 1 minute, you gain the following benefits:

  • You gain resistance to all damage.
  • You cannot be moved against your will or knocked prone.
  • If you are wielding a two handed weapon, your attacks do an extra 1d6 force damage.
  • If you instead have a shield equipped, then you can use a bonus action to make an attack with the shield, using the same attack bonus as your main handed weapon, dealing 1d6 force damage.
  • If you hit with an attack, you can choose to knock the target back 5 feet if they fail a Strength saving throw.

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