April 15, 2016

Hammer of Moradin

Divine Oath
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
Paladin Level  Spells
3rdbane, shield of faith
5thspiritual weapon, warding bond
9thmeld into stone, protection from energy
13thstone shape, stoneskin
17thpasswall, wall of stone

Channel Divinity
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.

Hammer Throw
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.

Stoneguard
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.

21 comments:

  1. Hi there! I've been enjoying reading some of your homebrews, as they seem really well thought out. I was just wondering what you use to design the pages so they look like the WoTC design style? Is it a template you made yourself?

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    1. I'm gonna have to post a FAQ one of these days. Our pages are made using our own template, which includes a custom font. I've seen some pretty good templates on the web for similar stuff, but this is all ours.

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    2. Cool, thanks! It looks great :)

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  2. Very dope archetype, though I feel the capstone might could use a little more just help sell the whole Immovable Dwarven Avatar. Perhaps an immunity for forced movement, or some ability that keeps you from being pushed or shoved? Don't think it would really be too unbalancing for the capstone, while offering a large amount of juicy flavor.

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  3. The last feature doesn't tell you what kind of action you have to use to activate it. :3

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    1. Nice catch! No idea how that one slipped by me!

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  4. i feel stonguard is a little redundant as the feat heavy armor master does the exact same thing while increasing your strength by 1 and you can get it as early as level 4.

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    1. Maybe let Stoneguard stack with the feat?

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    3. Intuitively, DR6 seems like it might be too powerful, but by 15th level, maybe not. I'll have to think about this for a bit.

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    4. Okay, feel free to chime in on this one, because I'm playing with this a little bit. Now it's DR5 on one attack as a reaction, but it stacks.

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    5. Could even follow the current subclasses for paladin and make it an aura that splashes to ally's at the old value of 3 this would give it a great support feature like the oath of ancients which gives ally's within range spell resistance.

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  5. I feel like the Channel Divinity: Quake should include mauls.

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    1. Good catch. The downside of 5e getting with the program and adding a two-handed bludgeon that isn't simply worse than the Greataxe and Greatsword.

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    2. That's right, it really should be the warhammer and the maul instead of the light hammer. When Takiskal and I were writing this, the maul completely slipped my mind

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    3. At the risk of upsetting the balance of things, I've also included the maul in hammer throw (because otherwise, maul-users would only get half the features.)

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  6. Just gonna comment here.

    Are you going to release a trap based class somewhat soon?

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    1. I don't have one in the works right now, but that's a really good idea for the Craftsman in the future

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    2. Traps are something I awesome and I hope to see it soon!

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    3. Traps are something I awesome and I hope to see it soon!

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