Paladin
Base Class: Paladin

The Oath of Metal is connected with the elements of the earth that forge steel and armor. They serve the side of good in an endless battle against those who would abuse the precious gems and materials that have been bestowed upon the earth by the gods themselves, from battling those who would strike down people claiming steel as their power to the merchants and miners who take it from the earth to sell to evil doers. Protecting and honoring the metal if paramount to the paladin and use their armaments with the upmost care and protection means honoring their gods. A Oath of Metal Paladin manipulates both the enemies and your own Metallic objects to their advantage in combat to ease situations before combat begins.

Tenets Of Metal

The Tenets of the Oath of Metal paladins carve their Tenets into their armor or across their weapon to show their connection to the metallic usage.

  • Forged In Earth - Your connection to metal is of an upmost importance and connects you to both your gods and the earth.
  • Live by the Metal - You believe all other forms of weaponry or armor outside of the metal variety to be a waste of the potential the earth has given.
  • Carve the Abusers - You will let no one abuse the metal that has been granted upon the earth, wrong doers that wield metal must pay the price in blood

Oath Spells

Level                      Spells

3rd -                       Hunters Mark, Expeditious Retreat

5th -                       Heat Metal, Knock

9th -                       Protection from Energy, Beacon of Hope

13th -                     Freedom of Movement, Banishment

17th -                     Antilife Shell, Seeming

 

Channel Divinity

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

  • Metal Perfection - As an action, you channel your gods favor into your weapon or armor, causing the metal inside the weapon to become a more perfected self. You may improve your weapon by giving it a +1 (A plus 1 weapon will become a +2, A +2 will become a +3) Up to a max of +3 or you can Improve the metal on your armor or shield giving yourself +1 AC. This Lasts for 1 minute until it is returned to its original form.
  • Remove Their Metal - As an action, you feel the rage of your gods abhorrent views on your targets use of the metal. You forcefully attempt to control the metal they are wielding in hand, the target must make a successful Strength check (DC 15) or else the weapon/shield they are holding is pulled 10ft towards you.

Aura of Lightening Metal

At level 7, You constantly emanate an aura whilst not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If an ally is using a metal weapon they gains a bonus to hit equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

At level 18 this aura increases to 30ft

Impaling metal

At level 15, As a bonus action you may choose a target that is wearing armor that is a Chain Shirt and heavier. That targets armor is then twisted and bent to your will causing it to impale its wearer from the inside, ruing the day they choose to disgrace the gift of metal in such a way, The target takes 2d8 + your charisma modifier Piercing damage. Each turn after a target has been impaled they take 1d12 Piercing damage but cannot have Impaling metal cast on them again. The target may choose to remove their armor to stop the effect.

Rare Metals

Starting at level 20, After completing a long rest, you may choose to pull either Adamantine or Mithril metals from the earth to adorn your armor giving it the related properties of the metal. This lasts until your next Long rest or until you take off your armor.

The Lord of Metal

At level 20,  as an action draw the strongest magical metals from the earth to become a Lord of Metal, gaining the following benefits for 1 minute:

  • You gain resistance to all non magical attacks.
  • You can cast the feature Impaling Metal on all targets within a 30ft square emanating from you, as a bonus action.
  • When you are struck by a melee attack from a metal based weapon, the target takes 1d12 Piercing damage as your Armor strikes back at them.
  • You may as an action form a floating metal blade that you can hurl at a target within 60ft. The metal blade has the same properties as the melee weapon in your hand

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