Oath of the Mandalorian - By Tykennn

by Tykennn

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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, Passwall

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, dealing 1d6 lightning damage and forcing 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 a Bonus Action, you can use your Channel Divinity to conjure and throw a divine hook at a creature or an object that isn't being worn or carried that you can see within 30 feet of you. The creature must make a Dexterity saving throw. On a failed save, the creature is pulled up to 30 feet towards you. If the creature is Huge or larger, you are instead pulled up to 30 feet towards the creature. This movement doesn't provoke opportunity attacks.

Divine Shackles

At 7th level, you can spend 5 minutes next to an unconscious creature in order to conjure a pair of divine shackles onto the target. The creature is woken up with 1 hit point and the only actions they can take are the Dash, Dodge, or Hide actions. In addition, they are magically compelled to be within at least 20 feet of you at all times. And the creature can not be moved more than 20 feet from you by any means other than yourself.
When you bind a creature in this way, you also gain a series of abilities to use on the 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 300 feet away from the target, the shackles break.
Come: As an Bonus 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. An unbound creature can use their Action to allow a bound creature to make a Charisma saving throw. On a success, they break the shackles. The creature can also repeat the Charisma saving throw to break the shackles every 3 days at dawn. If you die, or are on a different plane from the bound creature for at least 1 minute, the shackles are broken. You can also choose to break the shackles yourself, no action required.
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.

The image used is owned by Disney

 

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