Base Class: Paladin
When the Medusa was slain, her head became the focus of worship of a cult that grew in size until it became one of the greatest political and theological forces in the city of Amberwith. The Paladins of the Oath would gaze upon the Medusa's head, just for a second, and those who were worthy would resist the petrification, gaining the ability to control it. These Paladins would live the rest of their lives - which would usually be around a century long, during which time they would not age but slowly turn to stone themselves until finally laying at rest in the temple - in service of the people, preserving beauty and fighting for good wherever they could.
However, around two months ago, a radical sect of the Paladins managed to take over their citadel, believing that none who could not withstand the Medusa's gaze were worthy to serve it. Every person who had not undergone the ritual in the citadel was forced to look at the head, almost all turning to stone. Nowadays, the sight of a Paladin of the Oath is a terrible thing, for they now only care about one thing.
Are you worthy to be preserved?
The Tenets of the Old Oath:
Stand unyielding. You are the stone, and the stone stands against all assault. Whenever an entity wishes to subjugate the lives of others to its will, halt it.
Understand all. You are the stone, and the stone cares not who walks beside it. Do not discriminate based on the identity of those you interact with - only their actions.
Weather the Ages. You are the stone, and the stone has stood in the light of a thousand suns. Preserve the history of those who came before you.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Stone Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Stone Spells
| Paladin Level | Spells |
|---|---|
| 3rd | absorb elements, thunderwave |
| 5th | barkskin, warding bond |
| 9th | counterspell, slow |
| 13th | resilient sphere, stone shape |
| 17th | hold monster, legend lore |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Gorgon's Light. As an action, you present your holy symbol and show your enemies the eyes you weathered. Each creature in a 30 foot cone extending from you must make a Constitution saving throw or have disadvantage on attack rolls and be unable to use their hands for 1 minute, as areas of stone creep over their arms.
Control Petrification. As a bonus action, you cause the stone on you to fluctuate in growth, either making you more fluid and destructive or more stern and fortified. At the beginning of your turn for a minute, you may choose for either your AC to increase by an amount equal to your Charisma modifier and your attacks to gain a penalty of that amount, or your AC to decrease by an amount equal to your Charisma modifier and your attacks to gain a bonus of that amount.
Aura of Defiance
At 7th level, you can share your natural hardiness with others while you're not incapacitated. You and any creatures of your choice within 10 feet gain a bonus to their armour class equal to half your proficiency bonus, rounded down. When you reach 18th level in this class, the range of the aura increases to 30 feet.
Curse of Dorhan
When you or another creature within 10 feet of you are targeted with a spell or hit with an attack, you may curse the creature who cast the spell or attacked them. The creature must succeed on a Constitution saving throw or be restrained until the beginning of their next turn, as stone forms around them. You may use this reaction a number of times equal to your Charisma modifier (minimum of once), regaining all uses on a long rest.
Invincible Conqueror
At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
- You have resistance to all damage.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest.
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