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### Oath of Steel Scarred, battered and bruised, the lone mercenary stumbles back into his tent. With deft, practiced motions, he removes his weighty chain mail, revealing a deep crimson gash on his upper arm. Muttering under his breath, the man places his other hand on the wound, slowly moving it over its length. Soft light fills the tent, and as the mercenary removes his hand, the wound is healed. Immediately after, he draws his blade from his sheath and begins the process of mending that too, in a manner similar to his arm. Knights of the Oath of Steel trust in no god, no glory; only grit, determination, and the strength of their weapons. As such, they go to extensive lengths to tend to their equipment. #### Tenets of Steel The tenets of the Oath of Steel were developed separately by many different individuals, but all fall along the same lines. This oath emphasizes reliance on oneself and one's tools, rather than gods or kings. ***No Gods, No Glory.*** Do not believe in idols or the sweet spoils of war. Fight for yourself and rely only on your own strength, and the tools you have. ***Care for your Steel.*** Your tools of war are what keep you alive. Treat them as you would your firstborn. ***Iron Resolve.*** Be unflinchingly reliable. Do not back down and do not give up, for only when you have given up are you truly defeated. #### Steel Tender When you take this oath, you learn to apply your healing to metals as well. Your Lay on Hands feature can affect constructs. Additionally, you can expend 1 hit point from your pool of healing to cast *mending*. #### Oath Spells You gain oath spells at the paladin levels listed. | Paladin Level | Spells | |:----:|:-----------| | 3rd | *shield*, *zephyr strike* | | 5th | *magic weapon*, *spiritual weapon* | | 9th | *conjure barrage*, *elemental weapon* | | 13th | *fabricate*, *Leomund's secret chest* | | 17th | *conjure volley*, *steel wind strike* | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Iron Guard.*** When you take bludgeoning, piercing, or slashing damage, you can use your Channel Divinity as a reaction to reduce the damage by 1d10 plus your paladin level. ***Guided Strike.*** You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. \columnbreak #### Aura of Steel Starting at 7th level, bludgeoning, piercing, and slashing damage that you and friendly creatures within 10 feet of you take from nonmagical weapons is reduced by an amount equal to your Charisma modifier while you are conscious. At 18th level, the range of this aura increases to 30 feet. #### The Best Defense Beginning at 15th level, you learn to transition from your defensive guard into an offensive strike. When you use your Iron Guard, you can also make a single melee weapon attack at the creature that attacked you if it is within your reach. #### Saint of Steel At 20th level, you gain the ability to become one with your weapon. As an action, you can magically merge with your weapons and armor, gaining the following benefits for 1 minutes: - You cannot be disarmed. - Your can add your Charisma modifier to your armor class. - When you use the Attack action on your turn, you can take the Attack action again as a bonus action. Once you have used this feature, you can't use it again until you finish a long rest.
##### Art from [Sebastien Brunet](http://www.pwoua.com/mercenary/)