Base Class: Paladin
"And thus saith the Lord: "Unto Le Noir be contentment, and unto the Brand Manager be tribulation and hammer." "
"With this sacred duty in mine hand, I call thee to answer: art thou an adherent of the rules, or… a fomenter of anarchy?"
A Belief System originating from the Le Noir of the Grand Magasin Sisyphe that has since spread outwards, those who follow this Oath believe in Preservation and Permanence. They Define, or 'Nail' something down to make in 'Unchanging'. Although the powers granted by this Oath are weaker outside of the Grand Magasin, the Paladins that take this oath are still effective and powerful. Sometimes, it takes more force to prevent change than to cause it.
Tenents of the Oath of Obsidian:
Permanence. That which is established shall endure. Let no passing age, fleeting desire, or reckless ambition undo what has been made. Change is a flaw to be mended, and all things worthy of existence must be made eternal.
Preservation. All things possess a rightful place and purpose. Guard the established order against decay, upheaval, and corruption. What has been entrusted to your care shall not be surrendered to the ravages of time.
Protection. Stand as the bulwark between order and ruin. Shield the helpless, defend the steadfast, and interpose yourself against all that would bring needless destruction. Let no harm pass you unchallenged while you yet stand.
Purpose. All things must be given definition, and all definitions must be upheld. A hammer drives nails. This hammer strikes nothing but nails. Whatever it strikes is a nail. Doubt not the order you establish; make reality conform to its proper name.
Where there are Nails - level 3
"Where hammers have fallen, nails exist."
"Nails exist to be driven in by hammers. What the hammer falls upon are nails."
Cometh the Nail
You gain access to the Following Channel Divinity option:
Summoneth the Nail. When you use this channel divinity as an action, choose one creature within 50 feet of you. Two Large, Radiant nails are summoned and impale the target creature. The target creature must make a Constitution Saving throw. On a failure, the creature takes 2d8 Radiant damage and is 'Nailed' for (1d4 + Half your charisma modifier [rounded down]) rounds. If the creature is currently flying or otherwise in the air when targeted by this channel divinity, they immediately plummet to the ground, taking twice as much damage from falling.
On a success, the creature takes half damage and is only Nailed for 1d4 rounds.
While a creature is Nailed by this channel divinity, they may make a Strength check against the same DC at the end of each of their turns to attempt to break free. On a failure, they take 2d4 Radiant damage.
At level 7, you can target up to 2 creatures with this channel divinity instead.
At level 15, you can target up to 3 creatures with this channel divinity instead.
Falleth the Hammer
Whenever you finish a short or long rest, you can designate a weapon you have as your 'Hammer'. The weapon you designate as your hammer gains the following benefits:
It cannot be removed from your person unless you allow it. You may also summon or dismiss your 'Hammer' at will.
It's reach becomes 10 feet, if it didn't already have a reach of 10 feet or further.
It gains the 'Heavy' and 'Two Handed' properties if it doesn't already. If it has the Versatile property, it uses its two-handed damage die.
It deals additional bludgeoning damage on a hit equal to one of its damage dice. For weapons that roll multiple damage dice, like a greatsword, only one die is rolled for the additional damage.
Whenever you hit a creature that is 'Nailed' by one of your features with this weapon, all damage dice roll maximum for that attack, excluding damage dice from features such as Divine Smite, or spells such as Branding or Blinding Smite.
Expanded Spell List
You gain the following spells at the Listed Paladin levels that are normally not available to paladins:
Level 3: Earth Tremor, Long Strider.
Level 5: Earthbind, Thunderwave.
Level 9: Thunderstep, Shatter.
Level 13: Gravity Sinkhole, Dawn.
Level 17: Hallow.
You always have these spells prepared. They count as Paladin spells for you and don't count against the number of spells you can prepare.
- Notes:
Saving throws called for by this subclass feature use your Paladin Save DC.
A 'Nailed' Creature has all of its movement speeds fixed to 0, unless a feature states otherwise.
Obsidian Covenant - Level 7
"The Obsidian God. The Obsidian Giant. The Chaplain of the Hammer. The Obsidian God of the Grand Magasin, whose domain is the power of preservation, grants his blessing through direct contact. The hammer is hard, and its black hue absorbs all things and brings them to a halt… much like death itself."
Witness Ye in Silence
When a creature hits you with an attack, you may use your reaction to move up to your speed towards the attacker and make two weapon attacks against them using your Hammer.
Once per turn, when you hit an attack made through this feature, you may force the target to make a Constitution saving throw. On a failure, the creature becomes 'Nailed' for 1d4 rounds. On a success, nothing happens.
Blessing of the Obsidian God
Whenever you hit a Nailed creature with your Hammer, you gain 1 stack of 'Blessing of the Obsidian God'. For each stack of 'Blessing of the Obsidian God' you have, you gain 1 temporary hit point at the start of each of your turns, replacing the temporary hit points you gained from Blessing of the Obsidian God on your previous turn. Attacks made through your 'Witness Ye in Silence' feature grant 2 stacks on a hit instead of 1.
All stacks of Blessing of the Obsidian God expire at the end of combat, and you can have up to (Your Paladin Level x2) Stacks of Blessing of the Obsidian God at any given time.
While you have at least half of your maximum Blessing of the Obsidian God stacks, you become immune to the Stunned, Restrained, and Paralyzed conditions, and you also become immune to effects that reduce your movement speed, including but not limited to; Difficult terrain, the 'Slow' Spell, Having a creature Grappled, the 'Ray of Frost' spell.
While you have at least 5 Blessing of the Obsidian God stacks, you emit dim light out to a range of 5 feet. While you have at least 10 Blessing of the Obsidian God stacks, you emit 10 feet of bright light and 5 additional feet of Dim light instead.
Sanctum Proclamation - Level 15
"Behold, I proclaim this land a hallowed sanctum. Radiant shall it shine."
Sanctum of Conservation
Once per day, When starting your turn while you have at least Half your Maximum amount of Blessing of the Obsidian God, you can choose to activate this feature.
When you activate this feature, you turn the area within a 100 foot radius sphere of you into a Sanctum of Conservation. While in the Sanctum of Conservation:
Creatures hostile to you or your allies have their speed reduced by 10 feet, and take an additional 2d6 bludgeoning damage when hit by your Hammer or an attack that deals bludgeoning damage.
Creatures hostile to you or your allies are considered 'Nailed' while below half their maximum hit points (bloodied). Creatures 'Nailed' this way are not fixed in place.
Your Allies within the Sanctum gain temporary hit points equal to your temporary hit points at the start of each of their turns, replacing the temporary hit points they gained this way from the previous turn.
- For Allies with a 'Le Noir' subclass (Including this subclass, excluding yourself), they also gain the immunity to Restrained, Stunned, Paralyzed, and movement reduction from Blessing of the Obsidian God while in the Sanctum.
Your Blessing of the Obsidian God stacks do not expire at the end of combat while you are within the Sanctum.
When using a 'Smite' spell and hitting a 'Nailed' creature within the Sanctum, you regain the spell slot used to cast the Smite, this can happen up to twice per round.
When you make a Sanctum, choose up to 3 Creature types. Creatures of those types are always 'Nailed' while in the Sanctum, but their movement speed is halved instead of fixed to 0.
When a creature other than yourself attempts to Destroy or damage something (other than a Creature) within the Sanctum, they must make a Wisdom saving throw. On a failure, their vandalism attempt is prevented and they take 2d4 Radiant damage.
Non-Magical Darkness within the Sanctum becomes Dim Light, although it is not bright enough to prevent a person from Sleeping.
The Sanctum lasts until dispelled, acting as if it was made using a 7th Level spell slot. If a Sanctum of Conservation is made inside of another Sanctum of Conservation, the radius of the Sanctum increases by 25 feet instead of a new Sanctum being created, up to a maximum of a 800 foot diameter sphere.
Judgement
As an action, you can consume 4 Blessing of the Obsidian God stacks to slam down your Hammer, releasing a Pulse of light. All creatures you choose within 10 feet of you become Blinded until the end of their turn, and you may choose one ally creature within range to have them move up to their movement speed and make 1 weapon attack against a creature.
Sever Thine Advent - Level 20
"At last, naught shall be born, nor aught be depleted. Eternity shall come. With each smite, I sever thine advent!"
With Each Smite, I Sever Thine Advent!
As an action while you have maximum Blessing of the Obsidian God stacks, you may expend all of your Bless of the Obsidian God stacks to activate this feature.
When you activate this feature, you first summon a wave of Nails to pin. All creatures you choose within 20 feet of you must make a Constitution Saving throw. On a failure, the creature takes 4d8 Radiant damage and is 'Nailed' until the start of your next turn. On a success, the creature takes half damage and is not Nailed.
After resolving the saving throws, make two attacks with your Hammer. For each attack, choose up to three creatures you can see within your Hammer's reach. Make one attack roll and compare the result against each chosen creature's AC. On a hit, roll damage separately for that creature. You can choose the same creature(s) for both attacks. If you have an on-hit effect active, such as a Smite, it applies to all hits caused by the attack roll that triggered the on-hit effect.
After resolving both Hammer attacks, slam your Hammer down. Each creature of your choice within 30 feet of you must make a Dexterity saving throw against your Paladin spell save DC. On a failed save, it takes bludgeoning damage equal to three times your Hammer's normal weapon damage plus the additional bludgeoning damage granted by Falleth the Hammer. On a successful save, it takes half as much damage. A creature Nailed by this feature automatically fails this saving throw. Effects that add additional damage dice do not have their damage multiplied by 3.
After using this feature, all allies within 40 feet of you regain hit points equal to the amount of Blessing of the Obsidian God stacks you consumed.
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