Paladin
Base Class: Paladin

Heralds of technology, paladins who take the Oath of the Techpriest work to bring the power of the future into being. Their tenets are as follows.

A Tool, and Nothing More. Technology can and will be used for both great good and great evil; that is simply nature. Take it as the advantage that it is.

More Metal than Men. If saving men means spending metal, then so be it. Lives are more important than metal that can be replaced.

Technology Marches On. All things can be undone in due time. Ensure that the world does not leave you behind.

This subclass was created as part of the Subclasseptember 2022 challenge!

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3 alarm, detect magic
5 enhance ability, heat metal
9 glyph of warding, protection from energy
13 fabricate, Leomund’s secret chest
17 animate objects, creation

Channel Divinity

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

  • Holy Enhancement. As part of a long rest, you can infuse a number of pieces of armor, weapons, or shields equal to half your proficiency bonus (rounded down) with an infusion from list at the end of this document. These infusions lasts until you take a long rest, or when you die. If the item requires attunement, you can attune yourself to it the instant you infuse the item. The available infusions are listed below.

(I know it's actually half your Paladin-only PB but this is a better way to do it. Messily worded though, I know.)

  • Overclock. As an action, you can expend your Channel Divinity to breathe life into a magical item that you are touching which regains charges at dawn. It regains a number of charges equal to your Charisma modifier (min: 1).

Armor of Faithful Strength

Item: A suit of armor (requires attunement)

This armor has 6 charges. The wearer can expend the armor’s charges in the following ways:

  • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Charisma modifier.
  • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.

The armor regains 1d6 expended charges daily at dawn.

Boots of the Winding Path

Prerequisite: 6th-level paladin

Item: A pair of boots (requires attunement)

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Divine Propulsion Armor

Prerequisite: 14th-level paladin

Item: A suit of armor (requires attunement)

The wearer of this armor gains these benefits:

  • The wearer’s walking speed increases by 5 feet.

  • The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack’s target, then immediately returns to the wearer and reattaches.

  • The armor can’t be removed against the wearer’s will.

  • If the wearer is missing any limbs, the armor replaces those limbs - hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.

Enhanced Defense

Item: A suit of armor or a shield

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 10th level in this class.

Enhanced Holy Symbol

Item: A suit of armor or a shield with a holy symbol on it

While wearing or holding this item, a creature gains +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

The bonus increases to +2 when you reach 10th level in this class.

Enhanced Weapon

Item: A simple or martial weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 10th level in this class.

Helm of Awareness

Prerequisite: 10th-level paladin

Item: A helmet (requires attunement)

While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

Mind Sharpener

Item: A suit of armor

The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

Radiant Weapon

Prerequisite: 6th-level paladin

Item: A simple or martial weapon (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

Repeating Shot

Item: A simple or martial weapon with the ammunition property (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Repulsion Shield

Prerequisite: 6th-level paladin

Item: A shield (requires attunement)

A creature gains a +1 bonus to Armor Class while wielding this shield.

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

Resistant Armor

Prerequisite: 6th-level paladin

Item: A suit of armor (requires attunement)

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Returning Weapon

Item: A simple or martial weapon with the thrown property

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

Aura of Analysis

At 7th level, you are granted the ability to grasp the structure of magic with instantaneous clarity. You can cast the identify spell on an object within 10 feet as an action without spending a spell slot. You can also cast the mending spell upon objects within this radius.

At 18th level, this radius increases to 30 feet.

Technology's Blessing

At 15th level, you gain the ability to bless others in their endeavors with a spark of technology. When you or another creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to add your Charisma modifier to the roll.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Paragon of Progress

At 20th level, you can use your action to call down the Divine Defender, a construct of combined technology and divinity, to aid yourself on the battlefield. See its game statistics in the Divine Defender stat block. You determine the Divine Defender’s appearance; your choice has no effect on its game statistics.

Roll initiative for the Divine Defender, which has its own turns. The Divine Defender obeys your verbal commands, but will refuse to act for any reasons that it deems frivolous or counter to the mission of progress. The Divine Defender leaves 1 minute after the end of combat, or when it hits 0 Hit Points.

Once you use this feature, you cannot use it again until you finish a long rest.

(I can't actually link the creature itself since it's also a homebrew monster, but its statblock is below. You can look for it in the Homebrew Monsters tab as well.)

 

Divine Defender

Gargantuan construct, lawful good


Armor Class 20 (natural armor, Divine Defense)
Hit Points 200
Speed 40 ft. (walking), 40 ft (flying)

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 10 (+0) 10 (+0) 20 (+5)

Condition Immunities charmed, frightened, poisoned, exhaustion
Senses darkvision 60 ft., passive Perception 10
Languages any languages you speak

Techpriest Engineering. If the mending spell is cast on the Divine Defender, it regains 8d6 Hit Points.

 

Divine Defense. Allied creatures within 30 feet of the Divine Defender have a +2 bonus to AC.

 

Paragon’s Pilot. You can mount the Divine Defender as part of the action required to summon it. While mounted, you have total cover from all angles, and the Divine Defender has advantage on all attack rolls. If the Divine Defender dies, you are ejected into the nearest unoccupied space.

Actions

Multiattack. The Divine Defender makes two Blade of Light or Sacred Shot attacks.

 

Blade of Light. Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit 19 (4d6 + 5) radiant damage.

 

Sacred Shot. Ranged Weapon Attack: +14 to hit, reach 100ft., one target. Hit 16 (3d6 + 5) radiant damage.

 

Holy Hand Grenade (1/Day). The Divine Defender primes a grenade of divine wrath. At the start of its next turn, it hurls the grenade at a location within 120 feet. The grenade then detonates, forcing creatures within 20 feet of it to make a DC 19 Dexterity saving throw, taking 52 (15d6) radiant damage on a failed save, halved on a success.

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