Base Class: Paladin
The Oath of the Ironmongers fetters a paladin to the unyielding tenets of industriousness, innovation, and ambition. Ironmongers are often found in guilds, groups of mercenaries, and in the war rooms of rulers. Their undying devotion to the development of warfare and defensive measures borders on zealotry, but their fervor has kept many a nation safe ever since the advent of metalworking. Many who swear this oath are devoted to gods of war and justice, using their gods' tenets as justification for the development of their arsenals. They hold creator deities in high regard - incorporating such things as cutting edge metalwork and Damascus steel into their armor to emulate their gods' ideals.
Though the exact words and strictures of the Oath of the Ironmongers vary, paladins of this oath share these tenets.
Ambition. Always pursue avenues of development for yourself and those around you.
Industriousness. Share your work and fervor with those who show themselves worthy of it.
Innovation. Complacency is the death of inventiveness. There's always room for improvement.
Commerce. If you're proficient with something, make sure to get compensated for it.
Pride. Recognize the worth in others' efforts as well as your own. Confidence in oneself is the right of every living being.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Ironmongers Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Ironmongers Spells
| PALADIN LEVEL | SPELLS |
|---|---|
| 3rd | hunter's mark, thunderous smite |
| 5th | compelled duel, magic weapon |
| 9th | crusader's mantle, fireball |
| 13th | stone shape, wall of fire |
| 17th | destructive wave, creation |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Damascus Touch. You can use your Channel Divinity to imbue metalwork with divine purpose, improving its battle prowess beyond natural limits. As an action, touch either a weapon, or a piece of armor.
Weapon: For 1 minute, the weapon gains these attributes; its attack range is extended by 5 feet, it deals an extra 1d6 of thunder damage on a hit, and it gives its user advantage on attack rolls against unflanked enemies.
Armor: For 1 minute, the armor gains these attributes; its user's Armor Class increases by 2, attacks against the armor force the attacker to take 1d4 thunder damage on a successful hit, and if the armor is successfully hit; the wearer may use their reaction to push a Large or smaller attacker away 10 ft.
Strike From Clear Skies. You can use your Channel Divinity to smite your enemies from afar. For 1 minute, your melee range extends to 15 ft, you gain proficiency with all weapons, and you can imbue all of your weapon attacks with your smite spells.
Aura of Innovation
Starting at 7th level, you constantly emanate an aura of divine innovation while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
Whenever you or an ally successfully hit an enemy while within your aura, add 1d4 thunder damage to the damage roll. Every attack roll made against you or your allies inside of your aura is reduced by 1d4.
At 18th level, the range of this aura increases to 30 feet.
Ubique Vigilans
Starting at 15th level, you're experienced enough on the battlefield as to become supernaturally aware of it. You cannot be surprised while you're not incapacitated, and all attack rolls made against you are reduced by 1d4.
Relentless Juggernaut
At 20th level, you gain the ability to magically embody the very concept of violent innovation itself. As an action, you can take on the aspects of an unrelenting war machine, gaining the following benefits for 1 minute:
- All of your successful attacks do an additional 2d8 of thunder damage.
- Your Armor Class increases by 3, and you add 1d6 to each of your attack rolls.
- All attacks against you are made at disadvantage, and attackers take 1d8 thunder damage on a successful hit.
Once you use this feature, you can’t use it again until you finish a long rest.
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