Paladin
Base Class: Paladin

The Oath of the Forge calls upon those who look to empower themselves and their companions through the power that well-forged equipment brings. Paladins that follow this oath are constantly looking to create bigger and better weapons to overcome the challenges they face. They believe that weakness should never be attributed to the gear they use.

Tenets of the Forge

Forge your strength. Power is not something that is given, but rather it is created.

Power overcomes all obstacles. There is no imperfection that a sharp enough blade or heavy enough hammer can't work out.

Imperfections are weaknesses. One small crack creates a weak point in anything. Only by working to perfection will your crafts be truly powerful.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Forge's Bulwark. Your commitment to the flames allows you to imbue weapons and armor with divine energy. By spending 10 minutes with any armor or weapon and using your Channel Divinity, you can grant it one of the following effects for 8 hours:

  • Any nonmagical weapon will be granted the property of magical for the effect of overcoming resistances.
  • Any weapon gains an additional 1d8 damage.
  • Any armor gains an additional +2 to AC.

Refined Smite. You are able to manipulate your divine powers to suit your needs in dire situations. When you cast Divine Smite, you can use your Channel Divinity to change the damage type from radiant to cold, fire, or lightning damage (your choice) and deal an additional 2d8 damage.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Forge Spells
Paladin Level Spells

3rd

absorb elements, hellish rebuke

5th

continual flame, heat metal

9th

protection from energy, remove curse

13th

fire shield, stoneskin

17th

creation, flame strike

Blacksmith's Blessing

At 7th level, you gain the ability to imbue weapons and armor with divine power. The magic items you create with this feature are only temporary and last only while you still follow your oath.

Blessing an Item

Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your blacksmith's blessings, turning it into a magic item. A blessing works on only weapons and armor, and you can only create magic weapons or armor. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master's Guide).

Your blessing remains in an item indefinitely, but when you die or become an oathbreaker, the blessing vanishes after a number of days have passed equal to your Charisma modifier (minimum of 1 day).

You can bless more than one nonmagical object at the end of a long rest; you can only bless a maximum of 4 objects at a time. You must touch each of the objects, and each object cannot have multiple blessings at one time. If you try to exceed your maximum number of blessings, the oldest infusion immediately ends, and then the new blessing applies.

You can only create magic items of an Uncommon rarity or lower.

When you reach 18th level in this class, the rarity of magic items you can create increases to Very Rare

Eternal Flame

Starting at 15th level, the flame that burns within your soul cannot be extinguished. If an attack drops you to 0 hit points, you can choose to be dropped to 1 instead. You can only do this once per long rest.

Avatar of the Forge

At 20th level, you become an avatar of the forge, allowing the fire in your spirit to overtake your body and mind. Using your action, you undergo a transformation. For 10 minutes, you gain the following benefits:

  • You gain immunity to fire damage.
  • Any weapon attack that you make deals an additional 4d8 fire damage.
  • You emanate an aura of fire in a 30-foot radius. Any enemy creature that enters the aura or starts its turn there must succeed on a Constitution saving throw or take 6d8 fire damage on a fail, or half as much on a success.

Once you use this feature, you can’t use it again until you finish a long rest.

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