Oath of Metal
Paladins taking on the Oath of Metal have realized the meaning of life. Life doesn't matter. There is no greater purpose, the strong survives, the weak perish. Heaven and hell are just places like any other. Death is just another road to walk on, and in the end, we all shall become children of the grave, deep in the iced earth.
Tenets of Metal
The tenets of the Oath of Metal teaches to accept mortality. At the gates of death, only doom awaits. When the vultures come, your carcass shall be eaten, everybody dies.
Heavy and metal. Be it weapons or armor, you do not take anything but the largest and heaviest of them. Always made of metal.
Man of war. Sworn to fight and die, you are among the metal warriors of the world. You shall bring destruction, suffering and pain. War is the answer.
Holy war. Gods do not walk the earth, they need you to fight and die in their wars.
Fear of the dark. You are the reason men are afraid of the dark. Remind them why they fear.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Metal Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Metal Spells
Paladin level |
Spells |
---|---|
3rd | Earth Tremor, Thunderous Smite |
5th | Dragon's Breath, Shatter |
9th | Summon Lesser Demon, Thunder Step |
13th | Shadow of Moil, Summon Greater Demon |
17th | Infernal Calling, Steel Wind Strike |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
For Whom The Bell Tolls. You can use your channel divinity to fill your enemies with dread and feelings of immediate doom, as they hear the toll of a bell, signaling their own demise. As an action you can force a creature within 60 feet of you to make a Wisdom saving throw. On a failed save the target takes 3d10 + your paladin level in necrotic damage and they are frightened of you until the end of your next turn. While frightened this way their speed is 0 and they cannot benefit from any bonus to their speed. On a success they take half of the damage and are not frightened.
The Heaviest Matter of the Universe. You can use your channel divinity to magically add weight to your weapon, making each strike hit harder. As a bonus action you transform your weapon for 1 minute, it gains the heavy property and you must have a Strength score of 15 or more to continue to wield it. While transformed this way, you add 1d8 to damage rolls made with the weapon. For the duration the weapon is considered magical for the purposes of overcoming resistances.
Symphony of Destruction
Starting at 7th level, a choir of spirits play a symphony around you while you're not incapacitated. The symphony can be heard for up to 10 feet away in every direction, but not through total cover. Any creature of your choice that hears the choir takes additional psychic damage equal to your Charisma modifier (minimum of 1.) when they take damage from any source. This bonus damage is only applied to a creature once per turn, unless you are the source of the triggering effect.
At 18th level, the range of this symphony increases to 30 feet.
Death Clock
You are not ready to be laid to rest. Death is only for the weak.
Starting at 15th level when you drop to 0 hit point, you can choose to halt the gears that grind the living to dust. You stay conscious and you gain temporary hit points equal to your maximum hit points for 1d4 + your Constitution modifier turns. While you have these temporary hit points you cannot be healed in any way and you do not roll death saving throws. When you lose all remaining temporary hit points, you fall unconscious and take one level of exhaustion.
Once you use this ability you cannot use it again until you finish a long rest.
Iron Man
At 20th level, you gain the ability to awaken the warrior within, and turn your skin into living metal. You can use your action to become a metal warrior gaining the following benefits for 1 minute:
- You gain resistance to all damage and your AC cannot be lower than 22.
- You automatically succeed on any Strength saving throw that would knock you prone or move you against your will.
- Bonus damage from Symphony of Destruction is doubled.
- Your weapon gains the benefits of The Heaviest Matter of the Universe and the bonus damage increases to 2d8.
Once you use this ability you cannot use it again until you finish a long rest.
Art Credit: Dark Knight - Ben Juniu