Paladin
Base Class: Paladin

Within the halls of Citadel Adbar in the icy North, an elite order of warrior-priests stand 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. Paladins and Clerics make up the bulk of the members of those within the order, but Rangers, Rogues and Monks, though rare, aren't unheard of within the factions ranks, as they serve as scouts, wardens, scholars, and teachers for the order.

Members of this order are highly regarded among their fellow dwarves in the North. Hammers of Moradin are often sought after to mitigate disputes and oversee major trials within dwarven society, due to their adherence to the law and the teachings of Moradin.

Channel Divinity

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

Dwarven Thrower. You call on the power of Moradin and touch a single Battleaxe, Greataxe, Maul, or Warhammer and that weapon gains the thrown property, for you and only you, and has a range of 20/60.

The weapon retains this property until you finish a long rest or you use this channel divinity option on another weapon.

At 11th level, when you use this option, the weapon also has the returning ability similar to the Eldritch Knight. 

Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Moradin Spells
Paladin Level Spells

3rd

bane, hunter’s mark

5th

warding bond, zone of truth

9th

aura of vitality, spirit guardians

13th

guardian of faith, dimension door

17th

hold monster, geas

Aura of the Guardian

Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way. At 18th level, the range of this aura increases to 30 feet.

Moradin's Vengeance

Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Champion of Moradin

At 20th level, the power of the All-Father shines through you, inspiring others on the battlefield. You can use your action to gain the following benefits for 1 hour:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

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