Paladin
Base Class: Paladin

Tenets of Rock and Stone

Leave No Dwarf Behind

Fight for your allies, and never leave someone behind.

One For All

Work hard for your team, and share the wealth and glory with all.

Fear No Bug or Beast

Show no fear in the face of horrors that live deep underground.

Oath Spells

Paladin Level

Spells

3rd

Magnify Gravity, Earth Tremor

5th

Maximillian’s Earthen Grasp, Enlarge/Reduce

9th

Erupting Earth, Meld into Stone

13th

Stoneskin, Gravity Sinkhole

17th

Conjure Elemental (Earth), Wall of Stone

Channel Divinity

Bugslayer

You can use your Channel Divinity to abjure unnatural creatures. As an action, you present your holy symbol and each aberration or monstrosity within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can take the Dodge action.

“For Rock and Stone!”

You can use your Channel Divinity to bellow an ancient battlecry to embolden your allies. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures are immune to being frightened, and gain temporary hit points equal to your Charisma modifier (minimum of one) at the start of each turn.

Aura of Stubbornness

At 7th level, you emanate an aura that fills you and your companions with the stubbornness of stone. If an effect would move you or friendly creatures within 10 feet of you against your will, you may reduce the distance traveled by up to 10 feet.

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

Magnetic Personality

At 15th level, you’ve learned how to master the forces of gravity in combat. Whenever a creature within 30 feet of you hits you with an attack, you may use your reaction to push or pull them up to 30 feet in a straight line. If they strike a creature, object, or solid surface as a result of this movement, they stop immediately and both the target and the thing that caused them to stop take 2d8 force damage. You have resistance against this damage. If the target is larger than you, you are pulled or pushed in a straight line relative to the target.

For Karl!

At 20th level, you can don the mantle of the legendary Karl. As a bonus action, your body turns to living metal and you gain the following benefits for 1 minute:

  • Your skin is iron! You are immune to all non-magical damage
  • You command gravity! Your jump distance is tripled and you cannot be moved against your will.
  • Your muscles are steel cables! You have advantage on all Strength checks and saving throws. Once on each of your turns, when you hit with a weapon attack you may add your damage modifier twice.

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

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes