Base Class: Paladin
"Will you join me… in the great task to purify the abominable filth?"
- Kromer, The One Who Grips of the Nail Und Hammer Inquisition
The Nail Und Hammer Inquisition Is a group that works to 'Purge' or 'Cleanse' the world of that which is not human, however, they have recently expanded to allow Elves, Dwarves, and other Humanoids to join their ranks, both to increase the number of members, and so other humanoids can save themselves from being Purged, if their devotion is strong enough, that is.
Paladins who swear the Oath of Nail Und Hammer devote themselves to rooting out corruption wherever it is found. To them, pain is purification, conviction is salvation, and mercy toward the impure is the greatest sin of all.
... Or they were Frightened into joining by threat of Execution.
Tenets of the Nail Und Hammer
Thought the Exact words vary between Inquisition groups, the strictures are almost the Exact same:
Purity. Humanity is sacred. Reject the corruption of machinery, mutation, and unnatural flesh wherever it is found.
Pain. Suffering tempers the soul. Accept pain willingly, for only through hardship can one achieve true purity.
Authority. The Scriptures admit no compromise. Obey those who bear the Nail and Hammer, for doubt is the first step toward heresy.
Purge. Strike down the impure without hesitation. Mercy shown to corruption is cruelty shown to mankind.
Purge Prostheses - Level 3
Oath of Nail Und Hammer Spells
You gain various spells at the Paladin Levels listed:
Level 3: Bane, Hellish Rebuke, On/Off, Remote Access.
Level 5: Unearthly Chorus, Zephyr Strike.
Level 9: Enhance Ability, Ego Whip.
Level 13: Knock, Wither and Bloom.
Level 17: Fear, Motivational Speech.
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity Option, Which you can use up to your Proficiency bonus times before needing to take a short or long rest:
- Whistles. As a bonus action, you let out a haunting Whistle, all allies within 40 feet of you gain advantage on their next D20 roll, and their next attack that hits deals an additional 1d6 damage. If a Cleric or Paladin (other than yourself) is within range, they regain 1 spell slot two levels lower than the highest-level spell slot they currently possess (Minimum of 1st level).
Hostile Creatures within range must make a wisdom saving throw, on a failure, their next D20 roll before the end of your next turn has disadvantage.
Purge Prostheses
When making an attack against a Construct, a Monstrosity, an Aberration, an Ooze, or a Creature with one or more prosthetic limbs or body parts, the attack roll has advantage. When you hit one of these creatures with a weapon attack, the attack deals one additional damage die. The die matches the size and damage type of the damage die appearing most often in the attack's damage roll.
Großhammer - Level 7
"It is the time of purification… the hour for us to remove filth from the soil of purity."
- Kromer, The One Who Grips.
Aura of Fanaticism
Starting at 7th level, You and friendly creatures within 15 feet of you cannot be charmed. Additionally, while within the aura, creatures ignore the effects of exhaustion, though they still accumulate levels of exhaustion normally. Creatures affected by this aura deal additional radiant damage equal to the target's Nails stacks whenever they hit it with a melee weapon attack. A creature can benefit from this additional damage a number of times on each of its turns equal to its proficiency bonus.
At 18th level, the range of this aura increases to 40 feet.
Cleanse Sin
Starting at 7th level, When a melee weapon attack you make deals damage, compare all weapon damage dice rolled for the attack, if 2 numbers are the same, the creature is inflicted with 1 "Nails" stack. Creatures affected by your 'Purge Prostheses' Passive are also inflicted with a stack of Nails if any 2 numbers on the damage dice are either both even or both odd. A creature can only be inflicted with 1 Nails stack per attack.
- If the attack rolls only one weapon damage die, roll an additional 1d4. This die is used only to determine whether Nails are inflicted and does not deal damage.
A creature with Nails takes Radiant damage equal to 2x the Nails stack at the start of each of their turns, and their movement speed is reduced by 5 feet per stack.
- Nails have a maximum stack of 10.
- If the creature's movement speed would be reduced to 0, they are forced into Prone, and cannot stand up until their movement speed is increased above 0.
- A creature with Nails can spend a bonus action to make a constitution saving throw against your Spell Save DC, on a failure, they take damage equal to 2x their Nails stack. On a success, they lose half of their Nails stack.
- If the Nailed creature is forced prone, they have Disadvantage on any attempt to remove Nails.
- A separate creature can attempt a Wisdom (Medicine) check against your Spell Save DC to remove Nails from the creature, On a failure, the Nailed Creature takes radiant damage equal to twice their Nails stacks. On a success, the target loses half of its Nails stacks (rounded down).
- If a creature is prone due to Nails and has no allied creatures capable of removing its Nails, it can use a bonus action to violently tear them free. It takes radiant damage equal to six times its current Nails stacks, removes all Nails from itself, and immediately stands up.
The One Who Shall Grip - Level 15
"What constitutes a human is flesh, blood… and bone. All else is filth… I can give that mask of yours a pass. It’s essentially a piece of clothing."
- Kromer, said to Guido, A Hammer of the Nail Und Hammer Inquisition.
Such Filth!
Once per turn, when a creature misses you with an attack, you can use your reaction to cast "Dissonant Whispers", which does not consume a spell slot.
- If the target would be affected by your 'Purge Prostheses' feature, they automatically fail the saving throw.
Self-Destructive Purge
Once per turn, when you would cast a spell with "Smite" in its name, but do not have the spell slots to cast it, you can choose to take 2d8 fire damage to cast the Smite at its lowest level.
The One Who Grips - Level 20
At 20th level, your unwavering devotion manifests as a divine aura, reflecting either your boundless conviction or your righteous wrath.
Between Two Worlds - World of Light
You are always under the effect of 'Unearthly Chorus', if you have Unearthly Chorus cast on you, the range doubles to 60 Feet. Hostile Creatures you choose that start their turn within the Effect range, if they have any Nails stacks, cannot heal Hit Points, and have disadvantage on checks and saves to remove Nails.
Between Two Worlds - World of Darkness
As a bonus action, you can suppress Unearthly Chorus and manifest a 30 Foot sphere of Horrid Darkness centered on yourself for 1 minute. You can choose any number of creatures to be immune to the darkness. Creatures with Nails that begin their turn in the Darkness gain 1 stack of Nails, if they are at maximum stacks, they take Radiant Damage equal to 2x their nails stacks. Creatures with Nails have disadvantage on attack rolls against you.
You can use this feature up to 2 times per day.
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