Paladin
Base Class: Paladin
Geo Archon Tenets

The tenets of a Geo Archon emphasize honoring contracts above all.

Honesty. Don't lie or cheat. Let your word be your promise.

Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds.

Oath Spells

You gain oath spells at the paladin levels listed.

Geo Archon Spells
Paladin Level Spells

3rd

identify, shield

5th

maximilian's earthen grasp, shatter

9th

erupting earth, protection from energy

13th

stone shape, stoneskin

17th

transmute rock, wall of force

Channel Divinity

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

Jade Shield. As an action, you can use Channel Divinity to create a protective barrier around yourself that lasts for 1 minute or until it's destroyed. The barrier has hit points equal to twice your paladin level + your Charisma modifier. Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

When you create the barrier, you also release a pulse of energy. Each creature you choose within 15 feet of you takes bludgeoning damage equal to half your paladin level + your Charisma modifier. This bludgeoning damage is considered magical for the purpose of overcoming resistance and immunity to nonmagical damage.

Stone Stele. As an action, you can use Channel Divinity to raise a stone pillar from the ground at a point you can see within 30 feet of yourself. The pillar is a square prism that has a 5-foot-by-5-foot cross section and a height of 10 feet. The pillar lasts for 1 minute or until it's destroyed. As a bonus action, you can move the pillar to another point on the ground within 30 feet of yourself.

The pillar is an object made of stone that can only be damaged from attacks. The pillar has AC equal to your AC and hit points equal to twice your paladin level + your Charisma modifier. Reducing the pillar to 0 hit points destroys it.

If the pillar cuts through a creature’s space when it appears, the creature is pushed to one side of the pillar (your choice).

When the pillar first appears, and at the start of each of your turns, the pillar releases a pulse of energy. Each creature you choose within 15 feet of the pillar takes bludgeoning damage equal to your Charisma modifier. This bludgeoning damage is considered magical for the purpose of overcoming resistance and immunity to nonmagical damage.

Spear Master

Starting at 3rd level, when you use a spear, its damage die changes from a 1d6 to a 1d8, and from a 1d8 to a 1d10 when wielded with two hands.

Dominus Lapidis

Beginning at 7th level, you can use your Channel Divinity to protect other creatures.

When your Channel Divinity: Jade Shield is active, and a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Jade Shield to absorb that damage. If this damage reduces the barrier to 0 hit points, the protected creature takes any remaining damage.

When your Channel Divinity: Stone Stele is active, and a creature that you can see within 30 feet of the pillar takes damage, you can use your reaction to cause your Stone Stele to absorb that damage. If this damage reduces the pillar to 0 hit points, the protected creature takes any remaining damage.

Resonant Waves

Starting at 15th level, you can use your Channel Divinity twice between rests.

Planet Befall

At 20th level, as an action, you can call down a meteor to strike a point you see within 300 feet of yourself. Each creature you choose within 30 feet of the point of impact must make a Dexterity saving throw against your paladin spell save DC. On a failed save, a creature takes 10d8 bludgeoning damage, and it is turned into stone and subjected to the petrified condition until the end of your next turn. This bludgeoning damage is considered magical for the purpose of overcoming resistance and immunity to nonmagical damage. A creature only takes half damage and is not turned into stone on a successful save. This effect damages nonmagical objects and structures.

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

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