Paladin
Base Class: Paladin

The Oath of the Mason binds Paladins to the ideals of steadfast order and unbreakable law. These Paladins are unflinching devotees of Gandaras' wisdom and integrity, drawing on the Father of Stone's commitment to honesty, duty, and respect to fulfill his vision for an orderly, safe world.

The Oaths of the Mason are bound to the earth beneath their feet, feeling a deep kinship with rock and stone, with steadfast order, and with unmovable conviction. They see themselves as beacons of fairness and law in a chaotic, rudderless world, holding true to their values even when all others bend and break their oaths.

These paladins share the following tenets:

  • Stand tall when you speak the truth
  • Give respect to all and expect it from them in return
  • Raise your shield to protect the innocent

Level 3: Oath of the Mason 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 Mason Spells table, you thereafter always have the listed spells prepared.

Oath of the Mason Spells
Paladin Level Spells
3 Earth Tremor, Shield of Faith
5 Enhance Ability, Spike Growth
9 Erupting Earth, Meld into Stone
13 Stoneskin, [Tooltip Not Found]
17 Transmute Rock, Wall of Stone

Level 3: Stone Sabatons

When you take the Attack action, you can expend one use of your Channel Divinity to imbue your armor with stone. For 10 minutes or until you use this feature again, you add your Charisma modifier to your AC, CON and STR saves (minimum bonus of +1). Whenever an attack hits you while your armor is imbued, you may use a reaction to deal bludgeoning damage equal to your Charisma modifier to the attacker.

You can end this effect early (no action required).

Level 7: Aura of Tenacity

You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.

Level 15: Smite of Protection

Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.

Level 20: Holy Nimbus

As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.

Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.

Sunlight. The aura is filled with Bright Light that is sunlight.

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