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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