Paladin
Base Class: Paladin
Paladins who swear the Oath of the Hammers of Arkath dedicate their lives to the eternal flame of the Dragon God Arkath—guardian of fire, forge, and righteous fury. These dwarven knights are more than protectors of hearth and hall; they are divine instruments of vengeance, striking down corruption with blazing conviction and thunderous might.

Clad in fire-hardened plate and wielding rune-inscribed warhammers that blaze with celestial flame, these paladins are known across the mountain realms for their discipline, fury, and the unmistakable echo of a hammer returning to hand.

Arkath’s faithful do not simply burn—they endure, like the forge that tempers steel. They cast their hammers as judgments and invoke holy flame to illuminate the dark places of the world. In battle, they are relentless; in devotion, unshakable.

Channel Divinity

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

Emberseal the Unworthy

“Let their path be sealed in flame and stone.”

As an action, you brand a hostile creature within 30 ft with a glowing rune of judgment, using your Channel Divinity. The target must make a Charisma saving throw. On a failed save, for 1 minute:

  • The creature’s movement speed is reduced by 10 ft.

  • It cannot teleport, become invisible, or benefit from being hidden.

  • The first time it damages another creature each turn, it takes radiant damage equal to your Charisma modifier (minimum 1).

  • The effect ends early if the target is reduced to 0 hit points or you fall unconscious.

You can only maintain this rune on one creature at a time, and the effect requires concentration, as if concentrating on a spell.

Hammer of the Flameforged

“With Arkath’s flame, I cast thee out.”

As a bonus action, you imbue a warhammer or light hammer with divine fire and empower it to strike at a distance, using your Channel Divinity. For 1 minute:

  • When you throw it, it returns to your hand immediately after the attack, whether it hits or misses.

  • You can use Divine Smite on ranged weapon attacks made with this weapon.

  • When you hit with a thrown hammer, you can cause it to explode in a blast of flame. The target and all creatures within 5 ft take fire damage equal to your Charisma modifier (minimum 1). You can trigger this once per turn.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Paladin Level Spells

3rd

burning hands, detect magic

5th

earthbind, heat metal

9th

thunder step, meld into stone

13th

fire shield, [Tooltip Not Found]

17th

immolation, conjure elemental (fire or earth)

Heart of the Forge

“To stand beside the anvil is to become unbreakable. To endure its fire is to be reborn.”

Starting at 7th level, the divine flame of Arkath burns within you, shielding you and your allies from destruction. While you are not incapacitated:

  • You and friendly creatures within 10 ft of you gain resistance to fire damage.

  • Additionally, when you or a friendly creature within your aura succeeds on a saving throw against being pushed, knocked prone, or restrained, they can choose to stand firm, becoming immune to forced movement until the end of their next turn.

At 18th level, the aura radius increases to 30 ft.

Flaming Retribution

Whenever you are reduced to half your hit points or fewer, Arkath’s flame lashes out. As a reaction, you can erupt in fire: all creatures of your choice within 10 ft take fire damage equal to your paladin levels and must succeed on a Strength saving throw or be pushed 10 ft away and knocked prone. You also regain a use of your Channel Divinity.

You can use this feature once per long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Avatar of Arkath

You become a living flame of divine wrath. As an action, you can assume the form of Arkath’s anointed for 1 minute:

  • You gain immunity to fire damage, and your hammer attacks (melee or thrown) deal an additional 1d8 radiant and 1d8 fire damage.

  • When you use Divine Smite, you can choose to make the damage entirely fire or radiant.

  • The first time you drop to 0 hit points while Avatar of Arkath is active, you instead drop to 1 hit point and immediately emit a pulse of forge-light.
    Every enemy within 15 ft must make a Constitution save or be blinded until the end of their next turn, taking 4d8 radiant damage on a failed save or half as much damage on a successful one.
    This effect only happens once per use of the feature.

Once you use this feature, you must finish a long rest before using it again.

 

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