Paladin
Base Class: Paladin

Paladins of the Oath of Machina believe in the power of knowledge, vowing to protect it and the technological advancement of society with their very lives. Those of this oath augment their  bodies with machinery, viewing it as the natural progression of all races. Warforged are venerated by many in this order, seeing them as the symbol of perfection they strive towards. Immortality through the machine.

TENETS OF THE MACHINE

A paladin who assumes the Oath of Machina swears to protect technological progress and information in all forms, keeping society moving ever forwards to reach a utopian paradise.

Knowledge. Knowledge is sacred and the most important of your duties, it's loss and destruction is a greater threat than many evils you could possibly face.

Teaching. You will never know what information could save a life, learn all that you can of any foe or hurdle, helping others to succeed when failure can be avoided.

Efficiency. To truly wish for a utopia, perfection must be strived for in every aspect. Whether by combat, study or failure, you must learn to be methodical in mind, body and soul.

 

Oath Spells

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

Oath of Machina Spells

Transhumanism

When you take this oath at 3rd level, you have augmented your body in some way, cementing your path towards perfection. You gain proficiency in Tinker's Tools, and can choose one augmentation from the list below. When you reach 6th level, 9th level, and finally 12th level, you may choose another augmentation.

Enhanced Retinas

Your eyes have been replaced with biomechanical prosthetics with additional properties. You gain Darkvision out to 60 feet. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey. In addition, you can cast See Invisibility once per long rest.

Force Field Emitters

Your hands have been fitted with small nodes that protrude from your knuckles slightly, granting access to reactive force fields to defend you from danger. You can cast Shield a number of times equal to 1 + your Charisma modifier per long rest.

Illusion Projectors

Your skin has been implanted with many tiny projectors, surrounding your body with a false image. You can cast Disguise Self a number of times equal to your Charisma modifier + your Proficiency bonus per long rest. Once per long rest, you can cast Blur.

Magnified Sensory Receptors

Your ears and nose have been adapted into highly sensitive instruments, granting much higher acuity. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.

Robotic Legs

Your legs have been ousted in favour of new, friction resistant limbs that allow for more efficient movement. Your movement speed increases by 10 feet, and your movement speed is unaffected by nonmagical difficult terrain. You also have advantage on Constitution saving throws against gaining Exhaustion from a forced march.

Channel Divinity

At 7th level, your expanding mechanical abilities grant you the following Channel Divinity options.

Overclock. As a bonus action, your body ripples with electricity, causing it to arch off of your body and supercharge your systems for 1 minute. You gain resistance to lightning damage, and when a creature hits you with an attack within 10 feet they must make a Constitution saving throw against your spell save DC. If they fail, they are Paralyzed until the end of their next turn and fall Prone. At 15th level, this increases to 20 feet.

Nanomachines. As an action, expel a 20-foot-radius sphere of nanomechanical fog around your body that follows with you for 1 minute. The sphere spreads around corners, and its area is heavily obscured for everyone except for you. Any ally that starts their turn within the fog regains 1d8 HP. At 12th level this increases to 2d8, and can affect you as well.

Certainty of Steel

At 15th level, your body is growing closer to the ideal form, one of cold steel. You are now immune to Poison damage and the Poisoned condition. You can also choose one augmentation from the list below. When you reach 17th level, and again at 19th level, you may choose another augmentation.

Enhanced Cognitive Processes

Parts of your brain have been replaced with biomechanical variants, accelerating your perception, increasing your memory and boosting your mental performance. You gain proficiency in two Intelligence, Wisdom or Charisma skills of your choice. You also gain proficiency in Intelligence saving throws, and can learn one language.

Internal Combustion

Your body is constantly producing heat from the engine housed in your chest, granting you resistance to cold and fire damage. You gain access to the Fire Bolt cantrip at will. You can also cast Heat Metal a number of times equal to 1 + your Constitution modifier per long rest. When you cast it through this augmentation you must touch the object you are heating.

Subdermal Body Armor

An extremely thin layer of various metallic composites and impact-resistant gel has been placed delicately under your skin, allowing you to take extreme punishment as well as increasing your weight by a substantial amount. Your AC is permanently increased by 1, and creatures attempting to grapple or move you have disadvantage.

Techno-Organic Wings

Your back now hosts powerful mechanical wings, granting you a flight speed equal to your walking speed. This flight is not affected by wearing armour.

Transformative Sequence

Your body can shift and shape itself, taking on larger or smaller mechanical forms for combat or exploration. You can cast Polymorph on yourself once per long rest. Any form you take will appear mechanical in nature, and your other augments can still be accessed while within said form, although this change in shape still requires concentration, so any that cast spells that also require concentration cannot be used.

Immortal Machine

At 20th level, your form has reached physical perfection, your weak flesh replaced with cold, ageless steel. This comes with several permanent benefits.

  • You no longer need to eat, drink or breathe.
  • You don't need to sleep, and magic can't put you to sleep.
  • You do not age, and you are immune to magical aging effects.
  • When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
  • You cannot be surprised.
  • You gain immunity to psychic damage.

As a bonus action you can activate your Defence Protocols, and you gain the following benefits for one minute.

  • You and allies within 30 feet of you gain a +2 bonus to their AC.
  • Your movement speed is doubled,  and your movements do not provoke opportunity attacks.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • If you roll a 1 on any damage die, you can treat it as the dice average rounded up, for example a d6 would be 3.5, rounded to 4.

After you use this ability, you must long rest before you can use it again.

Oath Of Machina Image

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