Base Class: Paladin
The Oath of the Stoneborn calls to those who are stout of heart. Pun intended. A Dwarven Oath at it's core, though many who have pledged themselves to gods of battle, invention, and the forge have taken up this calling. Sometimes called Rune Knights or Rune Priests, these paladins imbue their weapons or armor with the blessings of their patrons and inspire armies to greatness. They can be tacticians and generals, excellent commanders, hearty healers, and fierce combatants. The cool glow of their Oath Weapon or Armor brings enemies to their knees and hope to their allies.
Tenets of the Stoneborn
What Can Be Built...can also fall. Magic fizzles, stone crumbles, and civilizations fall. This does not mean there is no hope for what is to come, but that everything has a weakness. Do not despair in the strength of your enemy, for you can find their weakness and exploit it.
What Good is Power...without strength? And strength without intelligence? Intelligence without heart? Prove that you carry all three and you will be blessed. Your arm will protect your allies, your mind - lead them, and your heart will embolden them. Those who cannot wield power effectively are not worthy to use it, and if you let power wield you, you are not worthy to own it.
Do Not Rumble...unless you intend to act. The ground growls before it quakes, the skies roar before a storm - and so, too shall your words hold weight. Promises are not meant to be broken, threats are not meant to be empty. Your word is your strongest weapon - it will strengthen resolve and strike fear - but your word without action, is useless.
Channel Divinity
Service of the Stone. As an action, you can call two lesser earth elementals that remain under your control for as many hours. They will carry items, create a living barricade or be commanded to spy on your enemies or send messages to allies, provided they can meld into nearby stone to do so. These elementals will fight on your behalf, but upon being struck have a chance of running away to safety, sometimes retiring completely back to the elemental plane of Earth.
Stone's Embrace. As an action, you can call upon the ground to act as a tomb around your dying ally. The ground raises up and encompasses that ally giving them full cover and any hiding behind them partial cover. You may cast Spare the Dying.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Stoneborn Spells
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PALADIN LEVEL |
SPELLS |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Runic Apprentice
When you take this Oath at level 3 your patron will help you imbue runes onto your armor and weapons that glow with their otherworldly power. These runes can be affixed to an armor or weapon piece and can be changed to new armor/weapons after a long rest. If you land a hit (Runic Weapon) or take a hit (Runic Armor) you gain power in your runes that you can use to empower attacks or abilities. You gain Runic Power at a 1/1 rate, unless where otherwise specified. The armor or weapon increases granted by Runes are only active when you have not expended powered runes.
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Paladin Level |
Runic Abilities |
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3 |
Can add to weapon or armor increasing HIT or AC by the amount of runes on item (to max of 3 between the two). |
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5 |
Can expend runes to add an extra ATK. This attack does not add to runic power gained and can be used as a reaction. 1/turn. |
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9 |
Can expend runes to increase damage on ATK or Spell DMG. 1/1 for each rune to max of 3. |
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13 |
Can expend all runes to shield all allies, granting +2 AC until the end of your next turn. |
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17 |
Can expend runes to increase the amount of people an attack or spell affects. 1/1 for each rune to a max of 3. |
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20 |
Can expend all runes to use ACTION based spells in the same round as an attack. |
Aura of the Flaring Rune
Starting at 7th level, you and friendly creatures gain advantage on attacks and spells, and, in addition, your allys' hits build your runic power while you are conscious and they remain in your aura (15 ft).
At 18th level, the range of this aura increases to 30 feet.
Runic Master
Beginning at 15th level, upon activating all three runes in a round you gain the bless as an aura in addition to the chosen ability you activate. This spell will be shared with any ally adjacent to you. They can add an additional amount equal to your CHA modifier to their roll. This lasts until the beginning of your next turn.
Glyph of the Stone Guard
At 20th level, as an action, your very steps sanctify the ground in the name of your chosen patron. If you remain in an area of no more than 30ft for more than 8 hours the area becomes hallowed ground and gains the benefits as such until you leave the area.
You can emanate an aura of sunlight, as a bonus action. For 1 minute, bright light shines from you in a 15-foot radius, and dim light shines 15 feet beyond that.
Whenever an enemy creature starts its turn in the bright light, the creature must make a Constitution saving throw or will be blinded until it can remove itself from the bright radius around you.
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or elementals.
Once you use this feature, you can’t use it again until you finish a long rest.
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