Paladin
Base Class: Paladin

Dreadnaughts are the righteous crusaders of their gods. They among the finest humanoid warriors in the multiverse. Their training is without peer and their divine powers imbue them with strength beyond that of a mere mortal. They are simultaneously loved and feared by the people of their homeworld. Although they are highly devoted to their nations, they are first and foremost beholden to their gods and sacred code.

Tenants of the Dreadnaught

All Astartes follow a code of conduct which holds these tenants.

Faith. Above all else, you never forget your god or gods. Only through their divine favor can you wield power, to turn your back on their commands is to break your oath. 

Duty. You are a person of ordered purpose. You have a duty to your god, to your country, and to protect civilization and all the good peoples within at all costs.

Determination. You lead from the front. You never give up when you have a duty to fulfill. If a task is important enough, you will see it through to your last, dying breath. 

Judgement. Part of your duty is to judiciously destroy evil wherever you find it, regardless of its source and your personal feelings.

Steadfastness. Dreadnaughts do not run. Dreadnaughts do not hide. Dreadnaughts do not falter. Every ally slain is your own personal failure. Every monster that runs free is your responsibility.

Channel Divinity

When you take this oath at 3rd level, you gain proficiency with firearms, may use Strength instead of Dexterity for Ranged Weapon Attacks using Heavy weapons, and the following two Channel Divinity options.

Suppressive Fire. As an action, you can channel your deity's divine fury into a hail of lead. For the next minute, you ignore the Loading, Reload, and Misfire properties of a single Ranged Heavy Weapon.

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.

Secondary Heart. Dreadnaughts have ascended beyond mere humanity. As an action, you can activate your second heart. For 1 minute, when you are reduced to 0 hit points, you can make a Constitution saving throw with the DC being equal to the damage taken. On a success you remain at 1 hit point instead. You can add your Proficiency bonus to this saving throw, unless you are already proficient in Constitution saving throws from another source.

Once per turn, if you succeed on the saving throw, you gain a number of temporary hit points equal to your Proficiency Bonus times your Constitution Modifier. These temporary hit points last for a number of rounds equal to your proficiency bonus.

Oath Spells

You gain oath spells at the paladin levels listed. [You will need to manually add the spells to your spellbook using the following command]

!sb add "Spell Name"
Oath of Astartes Spells
Paladin Level Spells

3rd

absorb elements, shield

5th

warp sense, misty step

9th

pulse wave, thunder step

13th

gate seal, dimension door

17th

swift quiver, teleportation circle

Hold the Line!

Starting at 7th level, enemy creatures within 10 feet of are under the effect of the Mark of Judgement. When you hit a creature with the Mark of Judgement with an attack, you may use your Smite features and spells regardless of what type of attack it is, and your smite abilities do the next higher die in damage (i.e., d8>d10). Allies add 1d4 to attack rolls towards and saving throws from creatures with the Mark of Judgement.

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

Primarch

Beginning at 15th level, your superior body chemistry grants you proficiencyBonus Temporary Hit Points at the start of each of your turns, and you become immune to the Charmed condition. Your maximum hit points increase by 1 per Paladin level.

Space Marine!

At 20th level you learn the secrets of Power Armor. As long as you are wearing heavy armor with a helmet, you no longer need to breathe, eat or drink, nor are you affected by changes in pressure (as in outer space or under the ocean). You no longer age, nor can you die from old age.

As an action, you can channel the will of your deity, granting the following benefits for 1 minute:

  • You have resistance to all damage.
  • Your movement speed is set to 0 and cannot be increased by any means.
  • You may make one additional attack when you take the Attack action on your turn.
  • Your Improved Divine Smite dice are doubled.
  • You may forego your entire turn to instead attack all enemies within a 30 ft cone with your equipped weapon, applying on-hit effects as normal.

Once you use this feature, you can’t use it again until you finish a long rest.

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Oath Of The Dreadnaught Image

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