Paladin
Base Class: Paladin

The Oath of the Breaker is sometimes seen in the same light as the Paladins of Conquest, Armored Knights of Forge Deities who use the blessings of their Gods to dominate the battlefield with control over flame and metal. Sometimes known as Iron Breakers they have a reputation of being a cleansing flame that no steel can stand against. 

Paladin's which begin their path usually hail from the fortress monasteries and churches of gods like Moradin and Gond, Wearing armour crafted in the halls of their gods and wielding carbon scorched blades that perpetually glow with embers. Legends say that Iron Breakers will ritualistically collect the metal equipment of fallen foes to be reforged into trophies of past battles, the memories of their fallen foes forged into their ongoing legend.

TENETS OF THE BREAKER

The Tenents of the Breaker are typically forged into their Arms and Armor for all to see.

Be the Ashen Wake. You are a weapon, forged and tempered. None shall stand in your way.

If they Stood, They are Sacred. Having the strength to lift the sword is a scared act, and deserves respect.

Virtue is a Wall of Brass. The Breakers will always stand by their Morals, Cracked steel is no longer strong.

  Oath of the Breaker Features

Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Twisted Steel (10 ft.)
15th Scornful Rebuke
18th Aura of Twisted Steel (30 ft.)
20th Forge Heart

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Breaker Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Breaker Spells

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.

It Will Cut. You can use your Channel Divinity to guarantee your strike hits home. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

It Will Kill. You can use your Channel Divinity to make sure your weapon deals harm. When you successfully make an attack, you can use your Channel Divinity to cause the damage of that attack to ignore resistance to damage. 

Aura of Twisted Steel

Starting at 7th level, you can as an action begin to emanate an aura of oppressive heat and smoke while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is within this aura you may without an action, cause its worn armor and weapons to heat up. This heat causes the following effects.

  • Attacks Rolls made with heated weapons must roll an additional d4 and subtract it from the result.
  • Attack Rolls made against Creatures wearing heated armour roll an additional d4 and add the number rolled to the result. 

This Aura lasts 10 minutes or until willingly dismissed, Once you use this feature, you can’t use it again until you finish a long rest.

At 18th Level, the Range of this aura increases to 30 feet.

Forge Blast

Starting at 15th level, those who stand against you become exhausted by the waves of heat from your approach. As a reaction whenever a creature enters your melee range. The creature takes 1d12 fire damage and must succeed a Consitution saving throw or become Incapacitated until the beginning of their next turn.

Forge Heart

At 20th level, you unleash the inner heart of the forge. As an action, you become a Nova of Iron and Fire, Gaining the following benefits for 1 minute:

  • You have Resistance to All Damage.
  • You have Immunity to Fire Damage.

As part of the action choose a single creature and Cast Heat Metal. The spell does not require a spell slot and is cast at 9th level.

Once you use this feature, you can’t use it again until you finish a long rest.

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