Base Class: Paladin
The battlefield was a blur of blood and steel, but Rook Grimsunder had one focus: the shieldwall ahead. His massive form, clad in battered plate, crashed through the chaos, his flail swinging with deadly precision. With every strike, enemies faltered—armor bent, shields shattered, and soldiers stumbled. With a fierce battle cry, Rook tore through their ranks, carving a path for his allies. His presence alone was enough to rally them, the very sight of him driving their resolve. Around him, his comrades surged forward, each strike empowering them as the Giff's relentless charge tore a hole in the enemy's defenses. Rook’s blows weren’t just physical—they were a declaration. He crippled their frontlines, leaving them disoriented and weak, while his allies surged forward, emboldened. The shieldwall began to crack, its once unyielding defense now a broken, desperate mess. When the last soldier fell, Rook stood alone in the heart of the breach, flail in hand, chest heaving. His gaze never wavered. "Move up," he growled to his allies, already charging to the next threat. There was no time to waste, and no mercy to show.
Oath of the Shatterstrike: The Unyielding Vanguard
Paladins who take the Oath of the Shatterstrike are the unstoppable force that shatters the enemy’s defenses and crushes their resolve. These warriors are champions of the people, sworn to fight with the ferocity of a storm and the precision of a blade. They are divine warriors who lead from the frontlines, breaking through the most formidable of barriers to bring victory to the oppressed and justice to the unyielding.
Sworn to tear down shields, disrupt enemy formations, and smash through the strongest lines of defense, these paladins are as much a force of nature as they are a symbol of divine authority. They are the spearhead of a battle, charged with breaking the stalemate and ensuring that victory is seized—no matter the cost.
The Oath of the Shatterstrike is one taken by those who believe that mercy can be found in destruction. There is no room for hesitation, no place for weakness, and no time for negotiation. These paladins strike with brutal efficiency, drawing from their divine power to weaken their enemies, break their shields, and create a path for those who fight alongside them.
Their divine purpose is clear: they will break the enemy’s will and force them to yield—either by the weight of their hammering blows or through the overwhelming force of their charge. There is no other choice. They are the iron fist, the breaking wave, and the shield-bearer for the people. When the battle reaches its peak, it is the Shatterstrikes who stand at the center, bringing their unrelenting will to bear and making certain that the forces of evil—no matter how fortified—fall before them.
Tenets of the Shatterstrike
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Ruthlessness: Do not hesitate, for mercy is a weakness. Strike with purpose, knowing that victory lies in destruction. Show no mercy to those who stand against you, for only through overwhelming force will the enemy yield.
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Efficiency: Every blow must have a purpose. Every strike should cut through the enemy’s defenses, leaving them open for your allies to exploit. Waste no effort.
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Inspiration: Lead from the front and show your allies the strength to charge into battle. When you fight with unwavering resolve, they will follow, knowing that victory is certain.
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Protection: Stand in the vanguard, defending those who cannot defend themselves. Let the enemy break upon you as a wave against a cliff, and the people will know they are safe as long as you fight.
Level 3: Oath Spells
Your conviction to move forward for those around you drives your magic in new directions. As you gain strength, you gain access to new spells and magics that allow you to further drive yourself into the heart of your enemy. You know and have prepared the spells based on your level according to the Oaths Spells table bellow:
Oath Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Heroism, Bane |
| 5th | Hold Person, Misty Step |
| 9th | Slow, Haste |
| 13th | Guardian of Faith, Blight |
| 17th | Wall of Force, Flame Strike |
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options:
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Rallying Surge: As a bonus action, you may expend one use of your Channel Divinity to drain vitality from enemies to embolden allies. Each hostile creature within 10 feet must make a Constitution saving throw. On a failure, it takes radiant damage equal to your Charisma modifier (minimum 1). Choose one ally within 30 feet. That ally gains a one-time bonus, allowing them to roll a d4 and add the number rolled to an attack roll, saving throw, or ability check they make within the next minute.
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God’s Judgment: When you strike a creature with a melee weapon attack, you can use your Channel Divinity as a bonus action to deal an additional 2d10 radiant damage and reduce the creature’s movement to 0 until the start of your next turn. The creature also has disadvantage on Dexterity saving throws until the end of your next turn.
Brutalizer
Your proficiency with a flail allows for precise disabling strikes. When you hit a creature with a melee weapon attack using a flail, choose one of the following effects (once per turn):
- Disarm: The target must succeed on a Strength saving throw or drop one item it is holding.
- Hamstring: The target’s movement speed is reduced by half until the end of your next turn.
- Rattle: The target has disadvantage on its next attack roll.
Essence Transfer
You learn to sap the vitality of your enemies to empower your allies. Whenever a creature within 15 feet of you fails a saving throw against one of your spells or abilities, you can siphon its life force. The target takes Radiant damage equal to your Charisma modifier (minimum 1). One ally of your choice within 15 feet gains a +1 bonus to their next saving throw for 1 minute.
At 7th level, the radius of this ability increases to 20 feet, at 11th level it increases to 25 feet, and at 15th level it increases to 30 feet.
Aura of Battleflow
Hostile creatures within 10 feet of you have disadvantage on saving throws against being restrained, disarmed, or incapacitated by your allies' spells or abilities.
Whenever an enemy within this aura is reduced to 0 hit points, choose one ally within the aura to gain temporary hit points equal to your Charisma modifier.
At 18th level, the range of this aura increases to 30 feet.
Lifeblood Reclamation
When you or an ally within 10 feet reduces a creature to 0 hit points, you can immediately grant one of the following benefits to yourself or a nearby ally:
- Restore hit points equal to half your paladin level.
- End one condition affecting them (frightened, paralyzed, or restrained).
- The target gains +2 to Strength, Dexterity, or Constitution scores of their choice for 1 minute (this cannot increase a score beyond 22).
- The target gains a +1 bonus to all Strength and Dexterity ability checks for 1 minute.
You may maintain a number of these effects equal to your proficiency bonus. A character can only benefit from one of these effects at any given time.
Champion of the Shatterstrike
You can use your action to channel divine power, gaining the following benefits for 1 minute:
- Enemies within a 30-foot radius have disadvantage on attack rolls and saving throws.
- Allies within the radius regain hit points equal to your Charisma modifier at the start of their turns.
- When you hit a creature with a melee attack, it suffers one of the following additional effects (your choice per hit):
- Its speed is reduced by 10 feet until the end of your next turn.
- It cannot take reactions until the start of its next turn.
- One ally of your choice within 30 feet gains temporary hit points equal to half your paladin level.
A creature affected by this ability cannot be the target for 3 rounds. Once you use this feature, you can’t do so again until you finish a long rest.
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