Paladin, Knight of the Iron Chain

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Oath of the Iron Chain : Paladin Oath

Paladins who follow the path of the iron chain are typically those with no other choice. The dregs of society, the worst of the worst, those who perhaps don't deserve a second chance. The Order of the Iron Chain grants them one anyway. Fighting with sanctified chains, these warriors strive to shield the innocent from sin,                         and to give criminals a shot at a second chance

TENETS OF THE IRON CHAIN

The Oath of the Iron Chain is a path for the wicked to seek atonement for their misdeeds.


Live in Penance. Your past was steeped in sin. You must do good in the world to pay back your debt to the world.


Spare the Remorseful. You were given a second chance. Even the foulest beings deserve a second chance. Those who show no shame for their sins deserve no mercy.


Protect the Pure. You are a shield that guards others from misdeeds. If foul work must be done, let it stain your soul, rather than tarnish one who is purer of heart.

Oath Features

Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Binding (10ft)
15th Touch of Freedom
18th Aura of Binding (30ft)
20th Chains of Fate

Oath Spells

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

Paladin Level Spells
3rd Ensnaring Strike, Armor of Agathys
5th Hold person, Warding Bond
9th Slow, Spirit Guardians
13th Evard’s Black Tentacles, Guardian of Faith
17th Hold Monster, Wall of Force

Channel Divinity

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


Grasping Chains - You can use your Channel Divinity to bind your foes in heavy chains. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Strength saving throw. On a failed save, a creature becomes restrained for 1 minute. The restrained creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.


Yanking Chain - You can use your Channel Divinity to grab a foe from across the battlefield. As an action, you may launch a long chain at any creature within 30 feet, forcing them to make a Strength sa

Aura of Binding

Starting at 7th level, you constantly emanate a weighty aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

The area around your aura becomes filled with small grasping chains. A creature moving through the area must spend 3 feet of movement for every 1 foot it moves.

If a hostile creature within your aura drops to 0 hit points, it immediately stabilizes and becomes Restrained by magical chains. The chains can only be removed by you or broken with a Strength check vs your Spell Save DC

At 18th level the range of both of these effects increase to 30ft.













Touch of Freedom

Starting at 15th level, as a bonus action, you may touch 1 creature that has a condition other than exhaustion that reduces their movement speed or prevents them from moving. End that condition. Once you use this feature, you may not do so again until you finish a short or long rest

Chains of Fate

At 20th level, you can, as an action, surround yourself with holy chains. For 1 minute, you gain the following benefits.

  • All of your weapon attacks gain the benefits of Ensnaring Strike
  • You gain resistance to bludgeoning, piercing, and slashing damage
  • As a bonus action, you may lash out a spectral chain at an enemy within 30 feet of you. They must make a Strength Saving Throw. On a fail, they are pulled 30 feet towards you. Once you use this feature, you can’t use it again until you finish a long rest.

New Equipment


Spiked Chain

Martial Melee Weapon
15 gp, 4 lb. 1d6 slashing - Reach, versatile (1d8)

Heavy Ball and Chain

Martial Melee Weapon
20 gp, 15 lb. 1d10 Bludgeoning - Heavy, reach, two-handed

Bolas

Martial Ranged Weapon
1 sp, 1/2 lb. - Thrown (range 10/30), special

A Medium or smaller creature hit by a net is restrained until it is freed. Bolas have no effect on creatures that are formless, or creatures that are Large or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 1 slashing damage to the Bolas (AC 10) also frees the creature without harming it, ending the effect and destroying the Bolas.

Image Sources (In order of appearance)
  • https://i.pinimg.com/originals/70/fb/7b/70fb7b767b85bb073f9d27dd1ab2ac29.png

  • https://www.writeups.org/ivy-soul-calibur/

  • https://www.gmbinder.com/images/h16oFvG.png?1

  • https://vignette.wikia.nocookie.net/zelda/images/9/9f/Ball_and_Chain_%28Twilight_Princess%29.png/revision/latest?cb=20090512215350

  • http://wayoftheraven.net/wp-content/uploads/2018/09/gaucho-bola-300x276.png

 

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