Oath of the Chairbender
The Chairbenders were founded by the paladin Thokkren Vo'grash in the late Fourth Age. They are a powerful peace-keeping force in western Rannoth, especially the Orcish Confederation. The order is led by Tamigur Vo'grash, Thokkren's granddaughter.
A key element of Chairbender doctrine is the concept of the "Weapon Within," the acknowledgement of the value of all things, especially in combat. Chairbenders are known for their love of improvised weapons, often choosing to wield furniture (hence the order's name) instead of "real" weapons.
Tenets of the Chairbenders
The tenets of the Chairbenders are simple.
Adaptability. While no chairbender would ever part with his seat, always keep a close eye on enemies, opportunities, and chances to learn or gain.
Humilty. Chairbenders are not rulers or leaders, nor are they meant to be. Each chairbender is taught to be the stepping stool for the next generation of heroes, leaders and scholars.
Courage. Always act, fear cannot hurt you, but if you fail to act, what you fear may harm others.
Heart. Undertake your own profession, be a good friend, partake in the more luxurious parts of life, so long as you are always aware of the evils around you, and put a stop to them as they grow.
Oath of the Chairbender Spells
|5th||enhance ability, calm emotions|
|9th||aura of vitality, erupting earth|
|13th||staggering smite, Otiuluke's resilient sphere|
|17th||geas, circle of power|
When you take this oath at 3rd level, you gain the following channel divinity options.
The Weapon Within. As an action, you can reach into a solid material (such as wood, stone, or metal) and pull out a melee weapon of your choice made of this material. You can make a single melee attack with this weapon as part of this action. This weapon lasts for 10 minutes, after which it crumbles.
Take a Seat. As an action, you can cause a magical chair to appear under one one creature you can see within 30 feet. That creature must make a successful Strength saving throw or be restrained. While in the chair, you have advantage on all Charisma checks to interact with it. The chair lasts for 10 minutes, or until your concentration is broken.
No Weapon, No Problem
At 7th level, you gain proficiency with improvised weapons, and your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, your improvised weapons deal an additional 2d4 damage of the same type as the weapon. At 17th level, your improvised weapon attacks deal an additional 4d4 damage.
Turn the Tables
Beginning at 15th level, when another creature you can see hits you with an attack, you can use your reaction to add your Charisma modifier to your AC for that attack, potentially causing the attack to miss you. If the attack misses, you may spend a spell slot to deal damage to that creature as if you used the Divine Smite feature.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses after a long rest.
Raise the Roof
At 20th level, as an action, you can tap into the weapon within your surroundings, causing the ground to tear free and fly around you. For 1 minute, debris flies around you in a 30 foot radius around you, battering your enemies and shielding your allies. Whenever an enemy creature starts it's turn in the flying debris, it takes 10 bludgeoning damage. In addition, attack rolls against friendly creatures within the flying debris have disadvantage.
After using this ability, you must finish a long rest before you can use it again.