# Oath of the Iron Cavalry The Iron Cavalry is an organization of paladins that channel divine power to shape metal at their will. This ability is called ferromancy. They are good in nature and fight against anyone who threatens the world and its people. It is not unusual to see the Iron Cavalry appear in the heat of battle during war, unannounced and ready to strike with their lances. Paladins who are part of the Iron Cavalry are eventually called to lead armies in battle and although they do not charge for their work, they will only ally themselves to those they believe are on the right side of the war, fighting for a good cause and defending the weak. ## Tenets of the Iron Cavalry A paladin who takes the Oath of the Iron Cavalry becomes a valiant knight able to lead armies into battle. ***Break the Mold.*** Be inspiring and promote change. Don't allow tyrants to impose their ways in the world. ***Ride to Victory.*** Embrace your destiny as a knight. Bring people together and command them to victory in battle. ***Shape the World.*** Understand the power of ferromancy and use it for the greater good, both in battle and in life. ##### Oath Spells | Paladin Level | Spells | |:----:|:-------------| | 3rd | *heroism*, *shield of faith* | | 5th | *find steed*, *heat metal* | | 9th | *haste*, *phantom steed* | | 13th | *find greater steed*, *summon construct* | | 17th | *creation*, *wall of stone* | - ### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. - **Iron Horse.** As an action, if you are wearing heavy armor, you may energize your armor and shield to trasform the metal into a horse that is always one size larger than you. When summoned, it appears in an unoccupied space within 5 feet of you and you automatically mount it as part of this action. The horse uses the statistics of a riding horse, but it is a construct, has immunity to poison damage and its AC equals to that of your original armor and shield together. If you have a benefit for wearing armor like the Defense fighting style, your horse does not. While it is active, you are considered unarmored and cannot benefit from shields. The horse shares your iniative and can use its action to take the Dash, Disengage and Dodge actions. When you are targeted by an attack, you can direct the attack to your horse instead. The horse disappears after 1 minute, if it drops to 0 hit points or if you are dismounted; your armor and shield then return to you, are instantly donned and you appear standing in a space previously occupied by the horse. For 10 minutes after you use this feature, you may spend a spell slot of 1st-level or higher to summon the horse again as a bonus action. - **Scorched Lance.** With a bonus action, you may claim for the power of molten steel. For 1 minute, your attack with the lance deal additional fire damage equal to your proficiency bonus and attacks with this weapon don't impose disadvantage if you are within 5 feet of the target. Additionally, you can wield this weapon in one hand if you're not mounted, but weapon attacks deal 1d8 piercing damage if you attack this way.