Paladin
Base Class: Paladin

The Oath of the Æsir binds a paladin to the ideals of strength, decisive action, and protection of the innocent. These paladins believe that through physical prowess comes the ability to defend innocent lives and apply swift judgement to those deemed deserving. The lack of subtlety in their methods is sometimes viewed as recklessness. Though their actions may raise concern with some, there is no doubt that their power and relentlessness will eliminate any threat set before them.

Additional Spells

At 3rd Level when you take this subclass you gain access to the full cleric spell list

Charged Strikes

When you take this oath at 3rd level, you gain the ability to channel god's power through your weapon. Each time you use a Divine Smite or cast a spell that deals damage, you may choose to deal lightning or thunder damage instead.

Channel Divinity

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

Blessing of Mjolnir. As a bonus action, you may grant yourself the Blessing of Mjölnír for 1 minute. If you are wielding a light weapon, it gains the thrown property to a range of 20/60 feet, and you are proficient with the attacks. During this minute, your weapon attacks deal bonus lightning damage equal to your Charisma modifier. When you make a ranged attack in this way, the weapon immediately returns to your hands upon hitting or missing the target. You may use Divine Smite with these thrown attacks, but the extra damage is instead 2d6 for a 1st-level spell slot plus 1d6 for each spell slot higher than 1st, to a maximum of 5d6.

Hand of Lightning. When an ally within 30 feet of you that you can see makes a melee attack against a creature, you may enhance your ally’s attack with the lightning of Thor. You may use a reaction to add a +5 bonus to the attack roll. You may do this after you see the roll but before the GM tells you whether it hits. If the attack hits, the target must succeed on a Constitution saving throw against your spell save DC or take an additional 1d10 lightning damage and be blinded for 1 minute. At the end of each of the creature’s turns, it may repeat the saving throw, ending the effect on itself on a success. On a success, it takes half damage and is not blinded. This damage increases at 5th level (2d10), 11th level (3d10), and 17th level (4d10)

Thundergod's Aura

At 7th level, your powerful presence creates an aura of thunderous retribution extending 10 feet from you. When a creature hits you or an ally within your aura with a melee weapon attack, that creature takes thunder damage equal to your Charisma modifier. At 18th level, the radius of this aura increases to 30 feet.

Spirit of Battle

At 15th level, the Blessing of Mjolnir allows you to thrive in a winning battle. When you successfully hit with two weapon attacks while under the effects of the Blessing of Mjölnír, you may make an additional attack at advantage using your bonus action, dealing maximum damage on a hit.

Hand of Asgard

At 20th level, you may use your action to take the form of a guardian of Asgard. For 1 hour, you gain the following benefits:

  • You are constantly under the effects of the Blessing of Mjölnír.
  • Your attacks deal an additional weapon die of damage.
  • Any time a creature successfully hits you with a melee attack, it takes 1d8 thunder damage.

Comments

Posts Quoted:
Reply
Clear All Quotes