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# Sacred Oath ## Oath of the Fortress ### Tenants of the Fortress **Bastion in the Dark.** Be the stronghold for those who are lost in darkness and lead them to the light.
**Yield no Ground.** You are the first and last line of defence and you will let none pass you.
**Ironclad Resolve.** Hold your ideas close and never sway your sense of justice. ### #### Oath Spells | Level | Spells | |:------:|:-----------:| | 3rd | Absorb Elements, Shield | | 5th | Blur, Warding Bond | | 9th | Wall of Sand, Conjure Barrage | | 13th | Otiluke's Resilient Sphere, Elemental Bane | | 17th | Wall of Stone, Hallow | #### Channel Divinity When you take this Oath at 3rd level, you gain the following two Channel Divinity options.
* **Righteous Siege Weapon:** As an action, you can present your holy symbol and channel your divinity to bless one weapon you are holding for 1 minute to a point of your choosing within 30ft. That weapon deals an additional 1d4 radiant or necrotic damage an when you successfully hit a creature with this weapon they must make a dexterity saving throw against your spell save DC. On a failed save, the creature movement speed is halved until the end of its next turn.
* **My Body the Castle Wall:** As a bonus action, you can channel your divinity to enhance yourself to become the shielding wall. For the next minute any creature that stands behind you in treaded as if they were behind half-cover. \columnbreak
#### Aura of Walls At 7th level, you exude a defensive aura up to 10ft. All creatures within your aura gain +2 to their armour class. Additionally, you have advantage on saving throws against effects that would push or pull you. #### Slate Skin At 15th level, you gain resistance to non-magical bludgeoning, piercing and slashing damage. Additionally, you are always under the effects of the *Shield of Faith* spell. #### Living Castle At 20th level, as an action, you assume the form of the ultimate defender, appearing to be rooted to the ground and made of stone. You gain the following benefits for 1 minute. * You gain resistance to all non-magical damage. * Creatures that end their turn within 10ft regain hit points equal to 1d6 plus your Charisma modifier. * Creatures within your Aura of Walls are treated as if they were behind three-quarters cover.
You can do this once per long rest.
> **Art Credit** > > * Wizards of the Coast - Castle Ardenvale