I am going to make some adjustments to the Oath of Ancients so they make sense for a Dwarven Paladin (Hammer of Moradin). I tried to keep it close to the original subclass so most of the changes are cosmetic, except for the spell list.
Does this make sense, or would it be more appropriate to create a whole new subclass for Dwarven Paladins?
Oath of the Mountain
This is and Oath of the Ancients derivative for Dwarves.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Mountain’s Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause stone hands to reach for a creature within 10 feet of you that you can see. The creature must succeed on a Dexterity saving throw or be restrained. While restrained by the stone, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the stone hands vanish.
Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Oath Spells
You gain oath spells at the paladin levels listed.
Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
Undying Sentinel
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.
Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.
Elder Champion
At 20th level, you can assume the form of an ancient force of nature, taking on an appearance of stone. You look as if you have been carved from the mountain itself.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
At the start of each of your turns, you regain 10 hit points.
Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can’t use it again until you finish a long rest.
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I am going to make some adjustments to the Oath of Ancients so they make sense for a Dwarven Paladin (Hammer of Moradin). I tried to keep it close to the original subclass so most of the changes are cosmetic, except for the spell list.
Does this make sense, or would it be more appropriate to create a whole new subclass for Dwarven Paladins?
Oath of the Mountain
This is and Oath of the Ancients derivative for Dwarves.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Mountain’s Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause stone hands to reach for a creature within 10 feet of you that you can see. The creature must succeed on a Dexterity saving throw or be restrained. While restrained by the stone, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the stone hands vanish.
Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Mountain Spells
3rd
earth tremor, sanctuary
5th
misty step, moonbeam
9th
erupting earth, meld into stone
13th
stone shape, stoneskin
17th
commune with nature, wall of stone
Aura of Warding
Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
Undying Sentinel
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.
Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.
Elder Champion
At 20th level, you can assume the form of an ancient force of nature, taking on an appearance of stone. You look as if you have been carved from the mountain itself.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
Once you use this feature, you can’t use it again until you finish a long rest.