Base Class: Paladin
The Oath of the Alloyed Core leads paladins down a never-ending path of self-improvement, seeking to unite their strength of will and mastery of weapons. Using a fusion of magic and martial skill, these paladins exert their will over weapons to make themselves a deadly force on the battlefield. Sometimes called wrought knights, paladins who swear this oath act as living weapons to be wielded by the worthy. Paragons of this oath are willing to go to the point of physically and magically altering their bodies for the purpose of better serving their goals. Their armor design often incorporates a brutal mosaic of jagged edges and spikes, giving them a fearsome form of beauty that reflects their oath and represents their conviction to transcend the natural limits of their flesh.
Wrought knights may view themselves as weapons to be forged and wielded, but they do not give up their sense of self. Those who would seek to use these paladins as tools soon learn the error of their ways and serve as examples for those who would do the same.
TENETS OF THE ALLOYED CORE
The tenets of the Oath of the Alloyed Core outline the process that paladins of this oath must adhere to in order to forge themselves into weapons.
Balance. A weapon exists not only to destroy but also to protect. Do not allow yourself to revel in destruction for destruction’s sake.
Resilience. A strong weapon can bend, but will never break. You must not do so either.
Tempering. Like forging a weapon, you must be willing to withstand great blows and weather hardships in order to become stronger.
Refinement. Impurities are inevitable and a weaponsmith can only hope to exert some control over what remains. Acknowledge your weaknesses and persevere to improve yourself despite them.
Oath of the Alloyed Core Spells
You gain oath spells at the paladin levels listed in the Oath of the Alloyed Core Spells table. See the Sacred Oath class feature for how oath spells work.
| Paladin Level | Spells |
|---|---|
| 3rd | shield, shield of faith |
| 5th | enhance ability, spiritual weapon |
| 9th | haste, protection from energy |
| 13th | death ward, fire shield |
| 17th | flame strike, wall of force |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Jagged Mantle. You can use your Channel Divinity to guard your allies and harm your foes. As a bonus action, you can manifest your will to forge raw magical power into spiked mantles around a number of creatures you can see within 30 feet of you, not including yourself, up to a number equal to your Charisma modifier (minimum of one creature). The first time a creature hits any of the chosen creatures with a melee weapon attack before the start of your next turn, the attacker takes force damage equal to twice your Charisma modifier (minimum of 2) and that creature's mantle dissipates.
Iron Retribution. Immediately after an attacker deals damage to you with a melee weapon, you can use Channel Divinity as a reaction to cause that weapon to resonate with your will. For 1 minute, the first time the creature holding the weapon makes an attack against a creature with the same weapon, the creature must make a Strength saving throw. On a failed save, the creature takes force damage equal to the damage it would have dealt, and the target instead takes no damage. Once this damage is dealt, the effect ends.
Aura of Reinforcement
Starting at 7th level, your very presence strengthens nearby weapons. You, as well as any creatures of your choice within 10 feet of you wielding a melee weapon, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet.
Tempered Body
At 15th level, your body has become more resilient. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Spectral Armament
At 20th level, you gain the ability to conjure numerous weapons to protect your allies and harm your foes. As an action, you can manifest an aura of spectral weapons in a 30-foot radius around you, gaining the following benefits for 1 minute:
- You have resistance to bludgeoning, force, piercing, and slashing damage.
- Ranged attack rolls against you and friendly creatures within the aura have disadvantage.
- When a hostile creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failure, it takes force damage equal to 1d8 plus your Charisma modifier and is knocked prone. On a success, it takes half as much damage.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Previous Versions
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