Base Class: Paladin
Tenets Of The Mechanism
Those who follow the Order of The Mechanism know that there is a place for everything and the system works better with everything in its place.
Order. When everyone does as they are supposed to, everything works as it should.
Made to Endure. Maintenance and upkeep are constant requirements to ensure the job can be done properly.
I am the Machine. You are every bit the part of the machine as it is a part of you. Each part integral as it is not complete with them.
Built to Last. Build yourself up strong. Train so that you may be the reliable part of the team you are a part of.
Those who have worked alongside the machines long enough know that as long as every piece is in place and doing what it is supposed to then everything goes according to plan. Whether it be a family, a city, a kingdom....at all levels of organization this rule applies. Paladins of this Oath fight to restore things to their placed order and defend against those who would disrupt it.
Additional spells
1st Level - Burning Hands, Catapult
2nd Level - Arcane Lock, Heat Metal
3rd Level - Protection From Energy, Tiny Servant
4th Level - Otiluke's Resilient Sphere, Summon Construct
5th Level - Animate Objects, Creation
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Precise Movements. You can use your Channel Divinity to designate a number of creatures to have unwavering movements equal to your Charisma modifier (minimum of one creature) that are within 10 feet of you. For the next 10 minutes the designated creatures gain advantage on Athletics, Acrobatics, Stealth, and Sleight of Hand checks.
Turn the Gear. You can use your Channel Divinity to temporarily reverse the commands of constructs around you. As an action, you present your holy symbol and each Construct within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature acts as if charmed by you for 1 minute.
A charmed creature can't attack the charmer or target the charmer with harmful effects. Furthermore, the charmer has advantage on any ability check to interact with the creature.
Aura of Organization
At 7th level, you emanate an aura that fills you and your companions with a sense of order and synchronization, allowing everyone to move together like a well oiled machine while you aren't incapacitated. All allies within 10 feet of you gain advantage on attack rolls when targeting the same target as you. They also gain advantage on saving throws against your target's abilities if they target it as well after gaining the benefits of your aura.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Overclock
When you reach 15th level you gain the ability to maximize the output of actions around you. When you or an ally within 30 feet deals damage or heals a creature you may use your reaction to give it maximum on the die rolls. This ability does not apply to critical hits or sneak attack damage and only applies to a singular instance of damage or healing even if the effect this is applied to targets multiple creatures or has multiple iterations of damage/healing.
You may use this ability a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a Long Rest.
Master of Machinations
At 20th level you become a paragon of order and one with the exacting machines that you strive to imitate in their precision. As a bonus action you gain the following benefits for one minute:
- Your body becomes more machine like operating like they do. You become immune to critical hits and sneak attack damage.
- As a bonus action on each of your turns while this ability is active, you may remove all instance of disadvantage you would have on rolls for your turn.
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend a 5th-level slot to use it again.
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