Paladin
Base Class: Paladin

Tenets of the Way 

The tenets of mandalor are strict and leave no room for de iation. Paladins who uphold these tenets are uncompromising in their ideals to only act in ways that bring honor and prosperity to their clan, so the paladins are often neutral or lawful. the core prinicples of the tenets are simple, yet difficult for the average commoner to adhere to.

Strength is life. for the strong have the right to rule.

Honor is life. For with no honor, one may as well be dead

Loyalty is life. For without one/s clan, one has no purpose. 

Justice is life. For without a cause to fight, we cannot gain honor. 

"You will raise your young as warriors, and defend them. You will wear our armor and speak our language. You will serve the clan, and rally when called. These are the six actions- sacred to our way. Do them-and you may live to call yourself Mandalorian's. This is the way"

 

Six actions rounded out the core tenets of walking the path of Mandalor:

  • Wearing Baskar
  • Speaking the language
  • Defend yourself, family and clan
  • Raise children as warriors 
  • Contribute to the clans welfare.
  • When called upon by mand'alor, rally to his cause. 

 

Oath Feature: Secrets of the forge

Paladins who take this oath are different than other paladins in that they do not serve a particular deity. They are free to worship as they like, as long as the clan needs take precedent. Weapons and armor are their religion, the battlefield is the alter at which they worship. As such the clans conclave have special armorers that not only supply hem at a fraction of the cost as other blacksmiths, but who also have access to a unique iron. This alloy is from a secret source with a forging technique kept from outsiders: Beskar. Beskar can be forged and fashioned at a conclave out of a different metal called adamantine, but again only by a foragemaster. All beskar armor attunes to the wearer and acts as a holy symbol and a conduit for channel divinity to work through. Additionally, sleeping in the armor has no adverse effect on the wearer.

Oath Spells

3rd-level Oath of Glory feature

You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Glory Spells
Paladin Level Spells

3rd

magic missile, burning hands

5th

web, magic weapon

9th

haste, fireball

13th

Fabricate, freedom of movement

17th

Steel wind strike, flame strike

Channel Divinity

3rd-level Oath of Glory feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Beskar Helmet. As a bonus action, you can use your Channel Divinity to augment your Armor. You may cast one of the following from your helmet:

- (Comprehend languages)
- (identify)
- (Darkvision)
- (find traps)
- (Locate animals or plants)
- (locate object)

Whip Cord. As an action you can channel your divinity through your whip cord, allowing you to preform certain maneuvers. If you target a creature it makes a dex saving throw against your spell save DC. If you succeed you can choose one of the following effects.
- Disarming target
- grapple target
- trip target

 

Aura of the rising phoenix

7th- and 18th-level Oath of Glory feature

Your armor emanates a aura that fills you with flight and your companions with supernatural resistance, giving you a flying speed of 20ft. In addition, if you aren’t incapacitated, your allies gain non-magical resistance if they start their turn within 5 feet of you. 

When you reach 18th level in this class, the range of the aura increases to 10 feet, and your flying speed is now 30ft.

Beskar Defense

15th-level Oath of Glory feature

You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Legendary armor

Your armor has grown in power just as you have and it now protects you better than anything on the planes.
- your ac goes up to 20 despite the type of armor you have.
- crits turn into normal hits against you.
- you are resistance to all non magical damage.
- you have resistance to magical damage.

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