Paladin
Base Class: Paladin

Tenets of the Iron Revenant

  • Discard the Weakness of Flesh. Your old body was a cage; your new body is a fortress. Do not mourn the loss of blood, for iron does not bleed.

  • The Iron Will. A mind of iron is singular in purpose. Let no emotion, mercy, or fatigue turn you from your goal.

  • Sovereignty of the Grave. You are the master of your own end. Command the dead and the iron to build a world that never decays.

  • Inevitability. You do not need to hurry; time is now on your side. Walk toward your goal with the steady, crushing weight of iron.

 

Level 3: Oath of Iron Revenant Spells

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

Oath of Iron Revenant Spells
Paladin Level Spells
3 Armor of Agathys, Compelled Duel
5 Enlarge/Reduce, Hold Person
9 Animate Dead, Vampiric Touch
13 Blight, Death Ward
17 Destructive Wave, Hold Monster

Level 3: Death’s Grasp

You can use your Channel Divinity to drag the unworthy into your reach. As a Magic action, you target one creature of size Large or smaller within 30 feet. The target must succeed on a Strength saving throw or be moved to 20 feet in any direction. Whether the target succeeds or fails, it is marked by your malice for 1 minute; your melee attacks against that target deal extra Necrotic damage equal to your Charisma modifier.

Level 7: Aura of the Iron Revenant

Your presence is a gathering storm of spectral iron that crushes the spirit of your foes. While you are not Incapacitated, you gain the following benefits:

  • Gathering Malice. Whenever you hit a creature with a melee weapon attack or your Death’s Grasp, you gain one stack of Gathering Malice. You can gain only one stack per turn.

  • Darkness Rise. Once you reach 3 stacks, the iron storm ignites for 1 minute or until you are Incapacitated. While the storm is active, any enemy that starts its turn within your Aura of Protection must make a Constitution saving throw. On a failure, they take Necrotic damage equal to your Paladin Level + Charisma modifier. Additionally, the area within your Aura is Difficult Terrain for your enemies.

     

Level 15: Realm of Death

You can banish a soul to a realm of your own making to face your judgment in isolation. As a Magic action, you expend a spell slot of 4th level or higher and target a creature within 30 feet. The target must succeed on a Charisma saving throw or both you and the target vanish into a demiplane for 1 minute.

While in the demiplane, the following rules apply:

  •  Isolated Duel. No other creatures can enter, see into, or affect either participant.

  •  No Escape. The duel ends early only if you lose Concentration, or if either participant drops to 0 Hit Points.

  •  Return. When the duel ends, both participants return to the spaces they previously occupied.

Eternal Revenant

You manifest the full, terrifying power of the Iron Revenant. As a Bonus Action, you can empower yourself for 1 minute, gaining the following benefits:.

 

  • Instant Ignition. Your Darkness Rise aura ignites immediately, regardless of your current stacks. 

  • Inescapable Grasp. Once per turn when you hit a creature with a melee attack, you may trigger your Death's Grasp pull on that target without using an action.

  • Stolen Power. If you use your Realm of Death feature while in this state, the target has Disadvantage on the saving throw. While inside the demiplane, you add your Charisma modifier to your attack rolls and saving throws.

  •  Soul Consumption. If you reduce a creature to 0 hit points inside your Realm of Death, you instantly heal 50 Hit Points and your size becomes Large and you gain a +1 bonus to attack and damage roll for the remainder of this transformation.

     

 

 

Oath Of The Iron Revenant Image