Comments from the Finger: I just checked my watch and it's.. uh... yup, it's hammer time.
**Always the expert at adaptation, Takiskal brings another favorite from 3.5**
Oath of the Hammer
Requirement: Dwarf race
Within the halls of Citadel Adbar in the icy North, an elite order of warrior-priests stands ready to defend the dwarven people against the onslaught of fell giants, dark elves, and goblinoids. Called the Hammers of Moradin, they serve as Citadel Adbar's rallying point against the incursion of dark creatures that haunt the North. The regular army, known as the Iron Guard, defends the city capably, but the Hammers actively strike out against the monsters farther afield, bringing the righteous fury of the Soul Forger to their enemies' very doorsteps.
Tenets of the Hammer
The tenets of the Hammer of Moradin are concerned with defending the dwarven race from its enemies and proudly preserving the dwarven tradition.
Defend the Dwarven Race. Every dwarf is your kin, and they must be protected.
Destroy the enemies of the Dwarves. Your enemies deserve neither pity nor mercy. Crush them under your hammer.
Preserve Dwarven Craft. Weapons and armor of dwarven make are the finest in the world and deserve to be protected.
Honor Moradin. The Stone Father lends you his might to defend your people. Your devotion to Moradin must be unquestionable.
Oath of the Hammer Spells
|3rd||bane, shield of faith|
|5th||spiritual weapon, warding bond|
|9th||meld into stone, protection from energy|
|13th||stone shape, stoneskin|
|17th||passwall, wall of stone|
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Bane. As a bonus action, you can use your Channel Divinity to imbue your weapon with the power to lay low your foes. Select a creature type (aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.) For 1 minute, the weapon you are holding is considered magical and deals 1d8 additional damage against creature of that type.
Quake. As an action, you smash a maul or warhammer you are holding to the ground, using your Channel Divinity. Each creature you choose within 20 feet must make a Strength saving throw or be knocked prone.
Starting at 7th level, all hammers you wield, including light hammers, mauls, and warhammers, are considered magical and have the Thrown property, with a range of 30/60 feet. Hammers you throw return to your hand at the end of your turn.
At 18th level, you can throw a hammer in a 60-foot line as an action. Make a single attack roll and compare it against the AC of each creature in this line, dealing damage normally on a hit.
By 15th level, you can use your reaction when you take bludgeoning, piercing, and slashing damage from a nonmagical weapon to reduce this damage by 5. This damage reduction stacks with other sources.
Avatar of the Stone Father
At 20th level, you can become imbued with the awesome power of the Stone Father as an action. For the next minute, you have resistance to all damage, cannot be moved against your will, and your attacks deal an additional 1d8 damage. After using this ability, you must complete a long rest before using it again.
Changelog: 4/15/16: Avatar of the Stone Father: You cannot be forcibly moved while in avatar form. Activate as an action.
Quake: Maul and warhammer, not light hammer and warhammer
Hammer Throw: Includes all hammers: light hammers, mauls, and warhammers
Stoneguard: DR 5 as a reaction once per turn, and it stacks.