Base Class: Paladin
In times of war, many people retreat to castles and fortress in order to survive the fires that ravage the countryside. But sometimes it is not possible for people to leave, and as such a fortress must come to them. Steel-Bound Paladin's are soldiers who dedicate themselves to defending the common folk from the ravages of war and disaster. Commonly called Mobile fortresses , Wall Knights, and unbreakable, these soldiers stride into battle with defensive magics alight, making them mobile fortresses that can hold back a tide of enemies until the innocent have time to escape.
TENETS OF THE STEELBOUND
Defend the weak: You must challenge the strong with your own strength so that the weak might prepare or flee.
Kindle hope: When there is doubt, you must be a anchor for the courage and will of those around you.
Never Back Down: You are unbreakable, show no fear, and take little caution. You must be where others cannot.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Adamantine Bulwark: Anytime you take damage from an attack or spell, you may spend your channel divinity to reduce all damage dealt to you by an amount equal to three times you paladin level.
Unstoppable Tilt: You may spend an action to use your channel divinity in order to make a unstoppable charge. You may move up to twice your speed in a straight line or gentle curve. You can move through enemy creatures, and the first enemy creature you come in contact with must make a strength saving throw equal to 8 + your proficiency + you strength modifier, or they take 2d8 bludgeoning damage and are forcefully moved with you until you finish your charge, or take no damage and are knocked prone. All other creatures you, or the creature you are carrying, pass through after the first must also make the save or be knocked prone.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Steel-Bound Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Iron
Aura of Iron: Beginning at 7th level, you emanate so many protective magics that it is almost palpable. You and Creatures you choose within your aura reduce all damage they take by an amount equal to your charisma modifier(minimum 1).
At 18th level, the range of this aura increases to 30ft
Living Fortress
At 15th level, you have become as tough as the mightiest fortress, and embody many of its qualities. You can no longer be restrained or forcefully moved. Allies may also use you to gain the benefits of 3/4's cover.
Armored God
At 20th level, you make spend an action create an additional, secondary layer of armor made of solidified arcane energy appear over your armor. For the next minute you gain the following benefits.
• If an attack or spell does less than 15 damage to you, you ignore it.
• Anytime a creature makes a ranged attack against a
creature within your aura of iron, roll a d6. On a 4, 5, or 6, the attack is made against you instead.
• Creatures you choose in your aura always gain the benefits of half cover.
Once you use this feature, you cannot use it again until you finish a long rest.
Previous Versions
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1/24/2023 3:25:44 AM
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