Paladin
Base Class: Paladin

With the evolution of artificer technology, malevolent machine spirits came into existence, seeking mechanical bodies they can inhabit and using them to wreak havoc upon the imperfect worlds. With urban areas growing rapidly, creating more automatons than ever before, old knight orders had to adapt to new threats to our existence.

Those who follow the Oath of the Machine Spirit wield all the powers required to track down and exorcise malevolence from the constructs, even if that means destroying them. By making alliance with benevolent machine spirits boltering their faith and opening micro-portals for them, paladins wielding this power can phase across the battlefield to match the speed of the corruped spirits, tame contructs and disrupt enemy defenses.

Upon complete faith in the machine ways, one can for a brief moment become embodiment of the machine realm, creating order out of chaos.

Bonus Proficiencies

When you take this oath at 3rd level, you gain proficiency with one of the following tools: Tinker’s tools, Smith’s tools, Glassblower’s tools or Alchemist’s supplies.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Machine Spirit Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Machine Spirit Spells
Paladin Level Spells

3rd

Hex, Hunter's mark

5th

Heat Metal, Blur

9th

Thunder Step, Banishment

13th

Summon Construct, Fabricate

17th

Steel Wind Strike, Far Step

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Phase-Jump. As a bonus action after you successfully hit an enemy, you can phase across the battlefied. For 1 minute each time you successfully hit a creature, you can teleport to an unoccupied space you can see within 10 foot, provided the path is uninterrupted by terrain.
  • Command word. As an action, you channel order from the machine realm. Each construct of your choice within 30 feet of you must make a Wisdom saving throw. On a failed save, the target is charmed by you for 1 minute. This option ignores charmed condition immunity. If a creature charmed by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

Aura of Disruption

Starting at 7th level, you emanate a disruptive aura while you’re not incapacitated. All creatures within 10 feet of you are considered constructs in addition to their type, and have penalty on all saving throws equal to your charisma modifier. You can use your bonus action to turn off the aura.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Quantum Phaselock

At 15th level, whenever you teleport, creatures of your choice within 10 feet of the space you left receive force damage equal to your charisma modifier.

Mechanical Messiah

At 20th level, you learn to channel the machine realm energy to become unstoppable messiah of technological might. As a bonus action you gain the following benefits for 1 minute:

  • Your melee attacks deal force damage
  • Each creature you hit with a melee attack is under the effect of Slow spell until the start of your next turn.
  • Your concentration can't be broken.
  • You can levitate up to 10 feet.
  • Your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the your speed nor cause you to be paralyzed or restrained.

Once you use this feature, you can’t use it again until you finish a long rest.

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