Paladin
Base Class: Paladin

Paladins of the Steel Hand pursue power at any cost to defeat evil and maintain order. Paladins who take this oath have replaced one of their arms with a steel prosthetic powered by Magic Seals. This was a small sacrifice to achieve their goal, and it allows them to channel the power of their Oath with greater force to put down their enemies.

These Paladins share the following tenets:

  • Restore order amongst chaos.
  • Face evil head on.
  • No sacrifice is too great.

 

Level 3: Steel Hand

One of your arms has been replaced with a steel prosthetic powered by Magic Seals. You can use your steel hand as a Spellcasting Focus. You have a number of Magic Seals engraved on your steel hand equal to 1 plus your Charisma modifier. You recharge all expended Seals when you finish a Long Rest.

When you cast a spell you can expend a Seal to make an Unarmed Strike as part of the same action or Bonus Action used to cast the spell. You can also expend a Seal as a Bonus Action to gain Advantage on Strength (Athletics) or Intelligence (Arcana) checks.

As a Bonus Action, you can expend a use of your Channel Divinity to recharge 1d4 expended Seals.

 

Level 3: Oath of the Steel Hand Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Steel Hand Spells table, you thereafter always have the listed spells prepared.

Oath of the Steel Hand Spells
Paladin Level Spells
3 Shield, Magic Missile
5 Enhance Ability, Hold Person
9 Haste, Counterspell
13 Summon Construct, Freedom of Movement
17 Wall of Force, Hold Monster

 

Level 3: Strength of Steel

While you are not wielding a weapon your Unarmed Strikes deal 1d8 damage and you can use your Charisma modifier for the attack and damage rolls with Unarmed Strikes. This damage increases to 1d12 when you reach Paladin level 7, and again to 2d8 at Paladin level 15. 

 

Level 7: Improved Steel Hand

When you finish a Short Rest you can recharge a number of expended Seals up to half of your total (round up).

In addition, when you expend a use of your Channel Divinity to regain Seals, you can also make an Unarmed Strike as part of the same Bonus Action.

 

Level 15: Steel Powered Punch

Channel the power of your oath directly through your steel hand to defeat your foes. When you cast a spell targeting one creature you expend 2 of your Seals to modify the spell, reducing its range to Touch or Self but gaining a +2 bonus to the Spell Save DC or Spell Attack roll for that casting. 

 

Level 20: Reckless Overcharge

Put it all on the line and overcharge the magic within your steel hand to take on the toughest opponents. As a Bonus Action you can overcharge your steel hand. You take 6d8 Force damage but you gain the following benefits for 10 minutes. Once you use this feature, you cannot use it again until you finish a Long Rest.

Steel Barrage. When you take the Attack action and make an Unarmed Strike you can make an additional Unarmed Strike as part of the same action.

Overcharged Strength. When you hit a creature with an Unarmed Strike the creature has Disadvantage on the next saving throw it makes before the start of your next turn. 

Magic Recharge. When you cast Shield or Counterspell in combat you recharge 1 expended Seal.

Comments

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