Paladin
Base Class: Paladin

The Oath of Steel grants the yearning to warriors of metal who seek to become paladins, enabling them to not only reinforce their worship of steel but also to be able to physically manifest their will to worship such strength and order. Paladins who seek this oath seek to embody strength through power and order. Honing their steel to dispense justice, those of the Oath of Steel tend to originate from lands of strife and hardship; but very few who follow the oath originate from other factions and realms. Paladins who take the Oath of Steel tend to become at minimum knights, attuning to their weapons and their armor. But at the highest, those who embody the Oath of Steel become what are usually known as Blademasters or Warleaders. Warleader Paladins are named based off of leadership and virtue, with those earning such a title usually taking command of squads, units, and sometimes even up to entire war parties. Blademaster Paladins are one of two unique titles earned by those who may venture on adventures and missions alone, or with very few allies to their side. Blademasters are renowned for their martial prowess and their skills with two handed swords. Above both of these, a once in a lifetime chance will be given to some of these paladins to shoot as high as earning the title of what is called an Adjudicator. These paladins are enforcers of the oath and enforcers of law, dispensing order and death as need be. Very rarely is an Adjudicator ordered to resolve a problem that has not already gone violent, or hasn't been corrupted by the will of ill doers. 

The Oath of Steel thus grants such tenents to its paladins:
Order above all: 
At the pinnacle of society must be order. To protect those around you, to protect yourself even; one must establish and maintain the safety of all through law. Life is nothing if not crude, thus one who takes this oath must never lose sight of the dawn one fights for. 
Rend them unto death: Those who are deemed enemies by your steel must be given no kindnesses, and must be slain to the last. Rather until the foe is extinguished, or until the foe surrenders. Those who are enemies of your steel must they themselves inflict suffering to have to be dealt such suffering. So, if the foe does not yield, bring their demise.
Respect Strength: Do not let strength be ignored, rather it be physical or mental fortitude. Strength comes through hardship, seeing one's hardship can show one's prowess. Respect those who have sacrificed as you have, respect those who have suffered.
Usher in a new dawn: Nothing good in the world is ever easy to achieve. Fight, triumph, and bring forth the future you wish to see. One cannot wait for the future to come, one must make it happen.

Oath Spells

You gain the Oath of Steel spells from it's respective table.

Oath of Steel Spells

Channel Divinity

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

Test of Metal. You can use your Channel Divinity to ring out an aura of weakness. Using your action, point out any number of creatures within 30ft that you have line of sight on. You slam your fist to your chest and taunt out, your steel ringing out to your foes. Said creatures must make a Wisdom saving throw, and if they fail they can only choose to attack, stand still, or advance upon you for one minute. The creature(s) under this effect can repeat the saving throw every turn.

Steel-bound Strike. You can channel your divinity to combine your steeled body with your steel weapon, crashing upon the foe with a devastating strike when you succeed an attack roll. The attack does +5 bonus damage, and reduces the AC of the target hit by 2 for two turns.

Aura of Steel

Starting at 7th level, you constantly emanate an aura of strength and steel while you’re not incapacitated. The aura extends 15 feet from you in every direction, but not through total cover.

If a friendly creature is within 15 feet of you while Aura of Steel is active, hit rolls with melee weapons gain a +2 bonus, and that creature adds 1d4 to its saving throws while within the Aura of Steel.

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

Steeled Resolve

Starting at 15th level, you stand unwavering like a towering shield; you will only kneel when you desire to. You have advantage on saves and checks against being knocked prone.

Lord of Steel

At 20th level, you can temporarily harness the strength of all those who took up the oath before you; becoming what is known to some as the Steel Lord. As an action, you can harness the strength of knights long past, gaining the following benefits for 1 minute:

  • The Protection of Steel: You have resistance to all damage.
  • The Blade of Resolve: You add 3d10 to your damage rolls made with melee weapons.
  • The Lord's Presence: You grow large in size, and a heavy aura embodying the Lord of Steel envelops you. You gain an additional 1d8 to saving throws, and an increase to your movement speed equal to half of your base speed. 

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

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