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Oath of the Mountain

As old as the race of dwarves, as unchanging as the greatest peaks, the Oath of the Mountain calls to paladins that must stand against unending hordes and defend against constant threat. Sometimes called bulwarks, bastions or earthen knights, these paladins seek to be a reassuring constant in an uncertain and volatile world. Though they swear themselves to the highest standards of duty and vigilance, they are careful not to appear as untouchable paragons of virtue, integrating themselves with folks from all walks of life and lending them an ear and hand as needed; so though these unyielding defenders can stand alone against the tide, it is a rare occasion indeed. Those who swear this oath adorn their armor with natural minerals and motifs of earth and stone, to represent their stalwart commitment to defending their charges. Tenets of the Mountain The tenets of the Oath of the Mountain have been immortalized ever since the dwarves first delved underground, their words inscribed on tablets of stone and rock. The tenets of the oath emphasize duty, vigilance, and perserverance against overwhelming odds. Stand Strong Against the Tide. Wherever the wicked threaten civilization, rise and stand against them. Through your unwavering vigilance, become the rock that will break the tide. Be Their Unmoving Shield. Where morale wavers and the weak are menaced, lend your arm and your ear to all who need it. Through your acts and words of bravery, become the castle that shields and inspires all within. Never Give Up. Even when all seems lost and defeat appears inevitable, do not falter. Through your unyielding resolve, courage and valor, become the unbreakable mountain that leads your allies to victory. Version 0.3: 13/05/18 Written by u/VampireBagel_ Artwork by Dave Greco and can be found here. Made using Gmbinder. Oath Spells You gain oath spells at the paladin levels listed. Oath of the Mountain Spells Paladin level Spells 3rd earth tremor, shield of faith 5th earthbind, enlarge/reduce 9th erupting earth, meld with stone 13th stone shape, stoneskin 17th conjure elemental*, wall of stone *Unless you gain this spell from another source, you can only target an area of earth when you cast it. Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Tide of Stone. As a bonus action, you can use your Channel Divinity to beseech the earth for aid, ensnaring your foes and pushing them back. Creatures of your choice within 15 feet are pushed up to 10 feet away from you. For one minute or until you end this effect (no action required), the ground around you in a 15 foot radius is considered difficult terrain for creatures of your choice. The radius moves with you, centered on you. Unbreakable. You can use your Channel Divinity to call upon the strength of ancient stone and stand where others would fall. When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point and gain temporary hit points equal to your paladin level + your Charisma modifier instead. Additionally, you have resistance to bludgeoning, piercing and slashing damage until the end of your next turn. Aura of Resilience Starting at 7th level, you and all friendly creatures within 10 feet of you have advantage on saving throws against being forcefully moved, and can't be knocked prone. At 18th level, the range of this aura increases to 30 feet. Earthen Barricades Starting at 15th level, you can summons walls of stone to intercept attacks. As a reaction when a creature within 30 feet of you takes damage, you can summon an earthen wall to absorb part of the damage. The triggering damage is reduced by half your paladin level + your Charisma modifier. Mountains Might At 20th level, you can take on aspects of the earth becoming even mightier. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: The ground in a 15 foot radius around you rumbles and shifts, creatures of your choice moving through the area must spend 4 feet of movement for every 1 foot it moves. When you hit a huge or smaller creature with a melee weapon attack it is knocked prone. At the start of each of your turns, you regain 10 hit points. Once you use this feature, you can't use it again until you finish a long rest.

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