Paladin
Base Class: Paladin

The Oath of the Rooted Mountain can me many things depending on who you ask. Are you a man with lofty sense of self-worth? Do you find the weakness on the streets disgusting and vile or are you just a man who holds himself to a set of laws and rules? What you stand for doesn’t matter, what does matter is that you are stronghold in these beliefs. Never wavering from your ideals, no matter how lofty or extreme these may be. To change you would be more difficult then moving mountains, they would have to be uprooted.

Soul of Stone

Determined and steadfast the mountain stands through anything that may come. Your body and soul have become as firm as your ideals. At 3rd level you gain proficiency in Constitution and Strength saving throws. You add four hit points to your told number. You also add one extra to your hit points gained every time you gain a level.

At 12th level you can change any Constitution or Strength saving throw or ability check you roll under 10 to a 10.

Channel Divinity

When you take this oath at 3rd level, you can the following two Channel Divinity Option

  • Monolithic Aura: You can use your Channel Divinity to project your aura onto for all to see for an action. Every creature with 30 feet of you become aware of your unmovable presence. Each creature of your choice must make a wisdom saving throw vs your spell saves DC.
    • On a failed save the effected creatures have disadvantage when attacking you and disadvantage on ability checks/saving throws. Their speed is also zero, this last for one minute or until it takes any damage.
    • On a successful save the creatures movement is zero, this last for one minute or until it takes any damage.
  • Bastion of Stone: When you take damage, you can use your reaction and channel divinity to ready yourself. You can use your channel divinity to reduce your damage taken equal to your paladin level + your constitution modifier times two. For the next minute, any time you need to make a saving throw, you can roll a constitution saving throw instead.

Aura of Empathy

Once you reach 7th level when any creature within 10ft of you are hit they take less damage equal to your proficiency modifier plus your Constitution Modifier and add your constitution modifier to their saving throws.

At 18th level the range of the aura increases to 30ft.

Entombing Winds

At 15th level when taking the attack action the winds of a mountain are behind your strikes. Your attacks now deal additional force damage equal to your constitution modifier.

On a successful hit to a target they to must make strength saving throw vs your spell save DC or be knocked prone. Enemies within 30ft of the target must also make a wisdom saving throw against your spell save DC, on a failure they must use their full movement to move towards you and are compelled to attack you. On a success they suffer no negative effects. This ability can be used a number of times equal to your proficiency modifier.

The Bell Tolls

You now shape yourself into something of grand magnitude; your roots shall not bend nor break. Of blood and stone, you are the mountain. By spending an action, you can turn yourself into the embodiment of the mountain for one minute.

While in this state you gain the following effects.

  • Your movement becomes 10ft
  • You cannot be forcefully moved by physical or magical means
  • Your strength and constitution modifier increases by 3
  • You now add your constitution modifier to your AC
  • All saving throws are now constitution saving throws.
  • You are resistant to all damage besides necrotic and psychic damage
  • Melee attacks on hit create a 10ft cone that does an extra 2D10 force damage and 2D10 Radiant damage.

When entering this state enemy creatures within 60ft must make a wisdom saving throw. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. On a failure your presence threatens them, and they must use their turn to move towards and try to attack you. On a success they suffer no negative effects.
This effect last for one minute or until they become incapacitated or if someone else uses an action to shake the creature out of its stupor.

 

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