Base Class: Paladin
Oath Spells
You gain oath spells at the paladin levels listed.
| Oath of the Iron Legion Spells | |
|---|---|
| Paladin Level | Spells |
| 3rd | Guiding Bolt, Hunter's Mark |
| 5th | See Invisibility, Silence |
| 9th | Counterspell, Slow |
| 13th | Dimension Door, Faithful Hound |
| 17th |
Hold Monster, Wall of Force |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
- Iron Ward. You can use your Channel Divinity to guard yourself against extraplanar magics. When targeted by a magical effect that requires you to make a saving throw, you can use your reaction to automatically succeed the save. If the offending creature is an aberration, celestial, elemental, fey, or fiend, they take psychic damage equal to your proficiency score.
- Overwhelming Glare. You use your Channel Divinity to instill a paralytic sense of dread against another. As a bonus action you force one creature you can see within 30 feet to make a Wisdom saving throw. On a failed save the creature is paralyzed until the end of its next turn. Aberrations, celestials, elementals, fey, and fiends make the saving throw with disadvantage.
Aura of Focus
At 7th level, you emit an aura of focus and determination while you aren't incapacitated. You and friendly creatures within 10 feet gain advantage on concentration saves. Additionally the aura grants insight on enemy weak points, as such weapon attacks score a critical hit on a roll of 19 or 20 on the d20. Weapon attacks score a critical hit on an 18 if the targeted creature is an aberration, celestial, elemental, fey, or fiend.
At 18th level, the range of this aura increases to 30 feet.
Iron Guard
At 15th level, you learn well the tactics of the extraplanar and know how to mitigate their effectiveness. You gain resistance against all damage dealt by aberrations, celestials, elementals, fey, and fiends. Additionally you may use a bonus action to learn the damage types, resistances and immunities of aberrations, celestials, elementals, fey, or fiends.
Iron Legionnaire
At 20th level, you embody the will, courage, and determination of the Iron Legion. As a bonus action, you gain the following benefits for 1 minute:
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Whenever you land an attack, the creature must succeed on a Wisdom saving throw or become paralyzed for 1 minute or until it takes any damage. Aberrations, celestials, elementals, fey, and fiends make the saving throw with disadvantage and are instead banished. Creatures paralyzed or banished in this way cannot be paralyzed or banished the same way for 24 hours.
- You may make another attack after landing a critical hit
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Oath Spells
You gain oath spells at the paladin levels listed.
| Oath of the Iron Legion Spells | |
|---|---|
| Paladin Level | Spells |
| 3rd | Guiding Bolt, Hunter's Mark |
| 5th | See Invisibility, Silence |
| 9th | Counterspell, Slow |
| 13th | Dimension Door, Faithful Hound |
| 17th |
Hold Monster, Wall of Force |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
- Iron Ward. You can use your Channel Divinity to guard yourself against extraplanar magics. When targeted by a magical effect that requires you to make a saving throw, you can use your reaction to automatically succeed the save. If the offending creature is an aberration, celestial, elemental, fey, or fiend, they take psychic damage equal to your proficiency score.
- Overwhelming Glare. You use your Channel Divinity to instill a paralytic sense of dread against another. As a bonus action you force one creature you can see within 30 feet to make a Wisdom saving throw. On a failed save the creature is paralyzed until the end of its next turn. Aberrations, celestials, elementals, fey, and fiends make the saving throw with disadvantage.
Aura of Focus
At 7th level, you emit an aura of focus and determination while you aren't incapacitated. You and friendly creatures within 10 feet gain advantage on concentration saves. Additionally the aura grants insight on enemy weak points, as such weapon attacks score a critical hit on a roll of 19 or 20 on the d20. Weapon attacks score a critical hit on an 18 if the targeted creature is an aberration, celestial, elemental, fey, or fiend.
At 18th level, the range of this aura increases to 30 feet.
Iron Guard
At 15th level, you learn well the tactics of the extraplanar and know how to mitigate their effectiveness. You gain resistance against all damage dealt by aberrations, celestials, elementals, fey, and fiends. Additionally you may use a bonus action to learn the damage types, resistances and immunities of aberrations, celestials, elementals, fey, or fiends.
Iron Legionnaire
At 20th level, you embody the will, courage, and determination of the Iron Legion. As a bonus action, you gain the following benefits for 1 minute:
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Whenever you land an attack, the creature must succeed on a Wisdom saving throw or become paralyzed for 1 minute or until it takes any damage. Aberrations, celestials, elementals, fey, and fiends make the saving throw with disadvantage and are instead banished. Creatures paralyzed or banished in this way cannot be paralyzed or banished the same way for 24 hours.
- You may make another attack after landing a critical hit
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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