Base Class: Paladin
The Oath of the Forge binds a paladin to the mighty forge, where the weapons and armor of the land are crafted, by hand, hammer, and steel. They might be called forgeblades, blacksmith knights, or warriors of the flame, paladins of this oath fit into the ideal of the ideal metalworker and holy warrior. Many who swear this oath were typically commoners beforehand, or they value hard work. They incorporate images of hammers, flames, and anvils into their helmets or coats of arms.
Channel divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Forge's Blaze
As an action, you present your holy symbol and speak a prayer to the forges and smiths of the world, using your Channel Divinity. You blast a 20 foot cone of flames that forces targets within the cone to make a Dexterity saving throw, taking 3d10 plus your Charisma modifier fire damage on a failed save, or half on a successful save. Regardless of the save, metal armor and weapons in the area are affected by this as though affected by a heat metal spell, with the duration being until the start of your next turn, and requires no concentration.
Artisan's Blessing
Starting at the beginning of a short rest, you conduct a ritual to your deity that grants you the ability to craft a finished non-magical item that is at least part metal. The item is completed at the end of the rest. As part of this ritual you must expend metals, such as coins or other finished items, with a value equal to the item you want to make. The item can be an exact duplicate of a non-magical item, such as a copy of a key, if you possess the original during your short rest.
Aura of Smithery
Starting at 7th level, you and friendly creatures within 10 ft. of you receive resistance to fire damage, and add your Charisma modifier (min +1) to all checks involving tools. This bonus is doubled for Smith's tools. At 18th level, this increases to 30 ft.
Master of crafting
Beginning at 7th level, your time spent smithing an item during downtime is halved.
Flames of the Forge
Beginning at 15th level, your weapons and armor constantly blaze with the might of the forge. You are constantly affected by the fire shield (warm only) spell. Additionally, you may choose to deal fire damage instead of radiant damage whenever you deal radiant damage.
Might of the Fire
At 20th level, as an action, you become a giant metal sentinel of the forge, like a construct. You receive the following benefits for 1 minute.
Your size is increased by one category, and your weapons are increased in size, dealing 1d6 more damage.
Your armor class is increased by 2.
You are immune to fire damage.
After using this feature, you cannot use it again until you take a long rest.
Comments