Paladin
Base Class: Paladin

Those most devoted to Moradin and the dwarven kingdom of Volkengard, take the oath of Stone to join the ranks of the Hammerguard. The mightiest of Volkengard's warriors, often personal guard to the monarch, and form the elite of the army. Many from among the ranks of the Hammerguard are chosen for various stations from, champions, guard captains, emissaries, generals, honour guard, lords, and prison wardens. For this reason many children in Volkengard dream of becoming Hammerguard, as it is the most famous way for someone to advance in dwarf society.

In Vol'kin society, Hammerguard are well respected, far above that you would see in your common city guard. If a inner city problem warrants the attention of a Hammerguard, you know that things are serious.


TENETS OF THE STONE

The tenets of the Oath of Stone revolve around defending your monarch and knigdom. Those who take the oath of Stone tend towards a stoic nature, and a Lawful Neutral alignment is not uncommon. Most all of the knights of the Hammerguard are Dwarves, though it is not unknown for those of other races who prove worthy to find themselves among their ranks. Paladins who uphold these tenets are willing to sacrifice their own lives to do so. A paladin who takes the oath of stone commands respect from anyone who knows of this mighty order.

Moradin creates, I protect. I vow to be the aegis that guards moradin's creations, be above or below.
Honour thy King. I shall not disobey, I shall not disappoint. For my honour is tied to that of my kings.
Honour thy Forge father. My craft, my honour, my skill, my spirit. Those who forsake these, forsake their forge father.
Maintain the Stone. Whether I need pick up the maul or the smiths hammer, I shall keep the stone strong and shelter it from any gangue.

Warden of the stone

At 3rd level when you choose this sacred oath, your divine sense now includes Aberrations and Giants. You may choose 1 dwarf artisan tool proficiency. You also gain one of the following cantrips. Dancing lights, Mending, Sacred flame, or Spare the dying.

At 9th, 13th, and 17th levels you may choose an additional cantrip.

Dancing lights

Dancing lights

Mending

Mending

Sacred flame

Sacred flame

Spare the dying

Spare the dying

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Stone Spells

PALADIN LEVEL

SPELLS

3rd

guiding bolt, shield

5th

arcane lock, suggestion

9th

meld into stone, protection from energy

13th

resilient sphere, stone shape

17th

passwall, wall of stone

Channel Divinity

When you take this oath at 3rd level, you gain a stone path, a stone path describes your Channel Divinity options.

Stone paths:

  • The Champion
  • The Aegis
The Aegis

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

Defender of the Stone. You can use an action to channel divinity. For 10 minutes Moradin guides your movements to defend your allies. When an ally within 5 feet of you is hit with a ranged, melee, or spell attack, you can use your reaction to intercept the blow. When you do so, make a Dexterity check against the attack roll. if you succeed, you deflect away the blow. If you fail, you take the damage and any following effects. 

Turn the Gangue. As an action, you present your holy symbol and speak a prayer censuring aberrations and fiends, using your Channel Divinity. Each aberration or fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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 move to a space within 30 feet of you. It also can’t take reactions. 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 use the Dodge action.

The Champion

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

Hammer Bond. You learn a divine prayer that creates a magical bond between yourself and one weapon. You perform the prayer over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once the ritual is complete, you cannot be disarmed when wielding this weapon, the weapon is included in your divine sense, and the weapon no longer needs to be attuned to if it requires attunment.

Moradin's Hammer. As an action, you can imbue your bonded weapon with divine energy, using your Channel Divinity. For 1 minute, your weapon attacks deal an additional 1d6 + your strength modifier fire damage. The weapon also emits bright light in a 10-foot radius and dim light 10 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

The additional damage increases at levels 9, 13 , and 17.

Holy Challenge. As an action, you present your holy symbol and shout a challenge at a aberration, fiend, giant or undead within 60 feet of you, using your Channel Divinity. The challenged creature must make a Wisdom saving throw. If the creature fails its saving throw, you are both bound to a holy duel for 1 minute. regardless of whether the target succeeds or fails, you can add your charisma modifier to your attack and damage rolls made against the targeted creature.

Beings bound to a holy duel must move towards each other, you have advantage on melee attack rolls made against each other. Both you and the effected creature must succeed on a Wisdom saving throw against your Spell save DC if you wish to attempt to attack or cast an offensive spell on another target.

Forging Smite

Starting at 7th level, your Divine Smite may deal fire damage instead of radiant damage. If you choose to do so, the target is set on fire.

Your Divine Smite damage now increases by 1d8 if targeting an aberration or giant as well as fiend or undead.

Enhanced Channel Divinity

Beginning at 15th level, you gain an ability corresponding to your stone path.

The Aegis

Dwarven Forged Aegis. Allies in range for Defender of the Stone receive a bonus to AC equal to your Charisma Modifier.

Imposing Religion. Creatures that succeed on the save against Turn the Gangue are "Shaken", these creatures have disadvantage on melee, ranged, or spell attacks made against you for 1 minute.

The Champion

Moradin's Might. You double the amount of dice rolled when using Moradin's Hammer against aberrations, giants or fiends.

Master of the Duel. Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20. Additionally when you take damage from a creature that you are engaged in a Holy Duel with, you can use your reaction to make a melee weapon attack against that creature. You can now issue challenges to Humanoids.

Unrestrained Smite

You unleash a ferocious smite with all of your divine fury. You can spend a 5th level spell slot to cast the equivalent of a 9th level divine smite (9d8). the amount of dice is doubled against aberrations or fiends. You cannot use this ability again for another month.

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