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## Oath of the Mandalorian ###### #### Tenets of the Mandalorian ___ **Strength is life**, for the strong have the right to rule. **Honor is life**, for with no honor one may as well be dead. **Loyalty is life**, for without one's clan one has no purpose. **Death is life**, one should die as they have lived. ##### **Oath of the Mandalorian Spells** | Paladin Level | Spells | |:---:|:-----------| | 3rd | *Burning Hands, Find Familiar (baby yoda)* | | 5th | *Mind Spike, Knock* | | 9th | *Conjure Barrage, Fear* | | 13th | *Arcane Eye, Locate Creature* | | 17th | *Holy Weapon, Skill Empowerment* | #### Channel Divinity ###### When you take this oath at 3rd level, you gain the following channel divinity options. ___ ###### **Debilitating Current:** Whenever you hit a creature with a melee attack, and use your divine smite feature, you can use your Channel Divinity to electrocute the target of your attack and force them to make a Constitution saving throw against your Spell Save DC. On a failure, they are stunned until the start of your next turn. ###### **Grappling Line:** As an Action, you can use your Channel Divinity to throw a divine hook at a creature that's within 30 feet of you. The target must make a dexterity saving throw against your Spell Save DC. On a failure the target is pulled a number of feet equal to 5 x your Strength modifier minimum of 5 feet. Creatures that are huge or larger are immune to this effect. #### Divine Shackles ###### At 7th level, you can spend 5 minutes next to an unconscious creature in order conjure a pair of divine shackles onto the target. The creature is woken up with 1 hit point, incapacitated and is magically compelled to be within at least 20 feet of you at all times. The creature's movement is doubled and the creature can not be moved more than 20 feet from you by any means other than yourself. ###### In addition, you gain a series of abilities to use on a bound creature. ###### **Wait:** As a Bonus Action, you can telepathically command the bound target to stop and wait until you retrieve it. If you are ever further than 200 feet away from the target, the shackles break. ###### **Come:** As an Action, you can telepathically command the bound target to move up to twice its movement speed to an area within 20 feet of you that it can get to. ###### The shackles can be broken in a few ways. If you or any of your allies cause the bound creature to be damaged, the shackles are broken. Another creature can aid the bound creature to allow them to make a Charisma saving throw to break the shackles. The creature can also repeat the Charisma saving throw to break the shackles every day at dawn. If you die, or are on a different plane from the bound creature, the shackles are broken. ###### You can use this feature twice. You regain any expended uses when you finish a short or long rest. #### Unnatural Luck ###### At 15th level, whenever you or an ally within 30 feet of you fails a saving throw you can use your Reaction to turn that into a success instead. ###### Once you use this feature, you can't use it again until you finish a short or long rest. #### Divine Armor ###### At 20th level, If you are wearing full plate armor, you can super-charge it with divine magic as an Action for 1 minute. When you do so, you gain a series of benefits. ###### You have resistance to Bludgeoning, Piercing and Slashing damage. ###### You resist fate for all of those who came before you, and all of those who will come after. If damage were to knock you unconscious, you can use your reaction to make a Constitution saving throw equal to 10 or half the damage dealt, whichever is higher. On a success, you instead take no damage. ###### You gain a flying speed of 30 feet as divine jets of flame lift you up into the air. ###### Once you use this feature, you can't use it again until you finish a long rest.
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