Paladin
Base Class: Paladin

This subclass is deeply tied to the history and culture of Khazad-duhn, the ancient dwarven kingdom of towering halls and mighty forges. The Hammers of Moradin stand as the last line of defense against the malevolent creatures from the Underdark that threaten to overrun the city. Their sacred hammers, forged in the heart of Khazad-duhn’s Great Forge, represent the unbreakable bond between the dwarves and the stone they call home.

The paladins of this order frequently patrol the Deep Roads of Khazad-duhn, standing vigilant against duergar, drow, and other foul denizens of the Underdark. They are both the defenders of the stronghold and the first strike against any force that threatens their people.

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.

Oath of the Hammer Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Hammer Spells table, you thereafter always have the listed spells prepared.

Oath of the Hammer Spells
Paladins Level Spells
3 Bane, Shield of Faith
5 Spiritual Weapon, Warding Bond
9 Meld into Stone, Protection from Energy
13 Stone Shape, Stoneskin
17 Passwall,Wall of Stone 

Channel Divinity

Bane

As a bonus action, you can use your Channel Divinity to imbue your weapon with the power to lay low your foes. Select a creature type (aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.) For 1 minute, the weapon you are holding is considered magical and deals 1d8 additional damage against creature of that type.

Quake

As an action, you smash a maul or warhammer you are holding to the ground, using your Channel Divinity. Each creature you choose within 20 feet must make a Strength saving throw or be knocked prone.

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

Previous Versions

Name Date Modified Views Adds Version Actions
10/25/2024 10:47:17 PM
15
8
5e
Coming Soon

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