Base Class: Paladin
Oath of the Forge Paladins are bound to the Forge Lord, a god of creation and fire. A warden can use their gifts in many ways, some are on the front lines of battle, while others live a humble life of artistry and creation. Whichever path you choose for yourself, you are gifted with potent blessings to aid on your journey.
Divine Smith
Divine Smith When taking this oath at 3rd level, the gods bless you with the spark of creation. You gain proficiency in Smith's tools and one other tool of your choice, if you already have proficiency in Smith's tools you are now double proficient.
Channel Divinity
When you take this oath at 3rd level, you gain the following two channel divinity options: BLESSING OF THE FORGE. As an Action, you can imbue one weapon and one set of armor of your choice with a magical boon that lasts until your next long rest. A blessed weapon gains +1 to attack rolls and damage die, and armor gains a +1 to their AC. LIVING FURNACE. You can use your channel divinity to cause the flames of the forge to burn those around you. As an action, every creature that you choose within 20ft of you must make a dexterity saving throw against your sell save DC, taking 2d8 fire damage on a failure, and half as much on a successful one. If they fail the save, they must also make a constitution save against your spell save DC and drop any metal objects they are holding on a failure.
Forged Weapon
Forged Weapon When you take this oath at 3rd level, you gain the ability to create weapons using your holy power. This weapon can take the form of any weapon you are proficient in as an action. You cannot be disarmed of this weapon. You can choose to use your charisma modifier for attacks made with this weapon instead of strength or dexterity. When dealing radiant damage with attacks made by this weapon, you can choose to do fire instead. You can stow this weapon away using a free object interaction.
Forged in Fire
When you reach 7th level in this class, you gain access to the Forged in Fire aura. While in this aura, your connection with your armor and weapons is greatly improved. You an your allies within 10ft cannot be forcefully disarmed .This aura increases to 30ft at level 18. While this aura is active, any creature you choose that enters this area for the first time must take fire damage equal to your proficiency modifier, they also take this damage every time they begin their turn within this radius.
Additional Oath Spells
Spells granted by your oath that all paladins of the oath possess
Eternal Flame
When you reach 15th level in this class, your attacks ignore all resistances and fire immunities, and your forged weapon deals fire damage instead of bludgeoning, piercing, or slashing.
Warden of the Forge
Warden of the Forge At 20th level you can use you action to become an avatar of the Forge Lord. For 1 minute, you gain the following benefits: Melting Strike: When hitting a creature with an attack, you can choose to use your weapon to melt their weapons or defenses. After hitting a creature on your turn, you can use your bonus action to decrease their AC or Attack bonus with a weapon they are holding by 1d8. This destroys a weapon if their bonus to the attack becomes +0. The armor they are wearing is destroyed if their AC becomes 10 + their Dexterity modifier, they AC cannot drop below this point. This cannot decrease natural armor. Impenetrable Armor: Your Base AC becomes 25, and whenever a creature hits you with an attack, they take 4d8 fire damage. Blessed Armory: You can now change the form of your forged weapons as a free object interaction, and all attacks made with your forged weapon have advantage, and you roll double the amount of weapon die with these weapons, (Greataxe does 2d12, Greatsword does 4d6, etc.)
Blessed Armory
You can now change the form of your forged weapons as a free object interaction, and all attacks made with your forged weapon have advantage, and you roll double the amount of weapon die with these weapons, (Greataxe does 2d12, Greatsword does 4d6, etc.)
Celestial Armor
Your Base AC increases by 5, and whenever a creature hits you with an attack, they take 4d8 fire damage.
Melting Strike
When hitting a creature with an attack, you can choose to use your weapon to melt their weapons or defenses. After hitting a creature on your turn, you can use your bonus action to decrease their AC or Attack bonus with a weapon they are holding by 1d8. This destroys a weapon if their bonus to the attack becomes +0. The armor they are wearing is destroyed if their AC becomes 10 + their Dexterity modifier, they AC cannot drop below this point. This cannot decrease natural armor.
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