Base Class: Paladin
When the first weapons were forged, there were those who saw them as a divine gift, godly extensions of the warrior. These believers were among the first to live by the blade, for the blade, creating an order of elite warriors who sought enlightenment through battle. It is said that the spirits of some of these mighty warriors linger, eons after their death-bound to the weapons they wielded, providing guidance to their wielders and ushering in the next generation of oathsworn. While followers of this oath primarily use bladed weapons, it is not unheard of for them to do otherwise.
Tenets of Steel
The tenets of steel act as a guide paladins of this oath live by. These tenets emphasis strength, tenacity and self perfection.
- Live By the Blade. Embrace the ways of the warrior and fight to protect what you value most, for battle is nothing without purpose; never give up.
- Sharpen Mind and Body. Hone your skills through training and battle both; never pass up an opportunity to improve.
- Master the Art of War. Through your trials and tribulations, master war in all its forms, no matter what they may be; never stop learning, through both choice and experience.
Oath Spells
You gain oath spells at the paladin levels listed.
|
Paladin Level |
Spells |
|
3rd |
compelled duel, shield of faith |
|
5th |
cloud of daggers, magic weapon |
|
9th |
crusader’s mantle, thunder step |
|
13th |
death ward, stoneskin |
|
17th |
holy weapon, steel wind strike |
Channel Divinities
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Righteous Lance. As a bonus action, you create a magical melee weapon of your choice made of divine energy. This weapon deals magical radiant damage equal to 1d10 + your Strength / Dexterity modifier + your Charisma modifier. You may make a special ranged weapon attack with this weapon against a creature within 60 feet of you. Being within 5 feet of a hostile creature doesn't impose disadvantage on this attack. On a hit, the target’s base movement speed is slowed by 15 feet until the beginning of your next turn. On a miss, the creature takes half as much damage and isn’t slowed. You may apply your Divine Smite feature onto this attack as if it were regular melee weapon attack. This weapon fades from existence after 1 minute or once it deals damage.
- Blessing of Steel. As an action, you can bless a metal weapon or a metal set of armour. A blessed suit of armour weighs half as much, is considered magical and doesn't impose disadvantage on Dexterity (Stealth) checks. A blessed weapon counts as magical for the purposes of overcoming resistances and immunities. Additionally, when a creature is hit by a blessed weapon, it can't take less damage than your Strength/Dexterity modifier + your Charisma modifier. An object remains blessed for 1 hour.
Aura of Steel
Starting at 7th level, you are ever ready for battle with reflexes honed to a knife’s edge. If a creature starts its turn within 10 feet of you or enters this range, you may force them to take magical piercing, slashing, or bludgeoning damage equal to your Charisma modifier, depending on the weapon you are wielding.
At 18th level, the range of this feature increases to 30 feet.
Battle Instinct
Starting at 15th level, your skill with weapons increases. You are permanently under the effects of Divine Favor. All your weapon attacks now deal an extra 1d4 radiant damage on a hit.
Additionally, you can treat an initiative roll of 9 or lower as a 10.
Warrior Trance
At 20th level, you can imbue yourself with fighting spirit. Using your action, you enter a state of intense focus. For 1 minute, you gain the following benefits:
- You have advantage on weapon attack rolls, and any damage you deal ignores resistances and any immunities become resistances.
- When you miss a creature with an attack roll, you can immediately make another attack. You may only use this feature once per turn.
- Immediately before or after you make an attack, you can move up to 10 feet without provoking attacks of opportunity. You may only use this feature once per turn.
Once you use this feature, you can't use it again until you finish a long rest.
Comments