Paladin
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.

Tenets of the Forge

While those who follow this oath may have slightly different views, their tenets are typically around the following.

The Forge Burns. The almighty forge burns hot with flames, that will burn flesh that touches it. Just like it, strike your enemies with the purifying flames of the forge.

The Forge Shapes. However, while the forge does burn, it also changes and shapes metal, to be useful. Those you face may be your enemies today, but if they live, they may become your friends tomorrow. Give them a chance to cool, and perhaps they will temper into a great ally.

Tools and Armor Are Forged. The forge does not make only weaponry with it's heat, but it also makes tools to assist those who need it, and armor to protect those from dying. Assist those who need your help, and protect those who need it most.

Bonus Proficiencies

At 3rd level, when you take this oath, you receive proficiency with smith's tools, if you did not have it already. Additionally, you may use smith's tools, such as a hammer, as your holy symbol, if you so choose.

Channel Divinity

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

Blaze of the Forge. 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 cause a 15ft. radius of fire to erupt from you that forces targets hit to make a Dexterity saving throw, taking 3d10 + your CHA modifer fire damage and be set on fire, taking 1d10 fire damage at the start of it's turns on a failed save, or half damage and not being set on fire on a successful save. The targets or allies to them can use their action to douse them.

Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 200 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Forge Spells
Paladin Level Spells

3rd

shield, burning hands

5th

heat metal, spiritual weapon

9th

haste, protection from energy

13th

fire shield, stoneskin

17th

animate objects, creation

Aura of Smithing

Beginning at 7th level, the heat of the forge has toughened your body and abilities. You and friendly creatures within 10 ft. of you have resistance to fire damage and add your CHA modifer to tool checks (doubled for smith's tools)

At 18th level, the range of this aura increases to 30 feet.

Master of Crafting

Beginning at 7th level, your knowledge of crafting has made you adept at constructing items. Your time spent smithing an item during downtime is halved.

Flames of the Forge

Starting at 15th level, your weapons and armor constantly blaze with the might of the forge. You are always under the effect of a fire shield spell (warm shield) and may choose to deal fire damage instead of radiant whenever you deal radiant damage. The fire damage dealt by Flames of the Forge ignore fire resistance, and and deals half damage to creatures with fire immunity.

Might of the Fire

At 20th level, you become a giant metal sentinel of the forge, like a construct. For example, your skin might turn metallic or take on a stone-like texture, your hair might become wirey or flow like molten metal.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • 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.
  • The fire damage from Flames of the Forge ignores all fire resistance and immunity.

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

Comments

Posts Quoted:
Reply
Clear All Quotes