Paladin
Base Class: Paladin

War and conflict make warriors of all. Seldomly, a craftsman of skill pressed into service finds that their creative drive becomes a font of divine magic. It may come from the wholeness of spirit in the act of creation or the drive to create with impunity. Sometimes these industrious individuals are called Auto-Knights, recognizeable by the whirring, ticking, and hissing steam of their steeds and companions. Technical marvels in cold, efficiemt motion cut through the din of battle, lifting hearts and crushing spirits.

Aura of Optimacy

At level 7, you gain a divine awareness of structural and situational conditions to grant you and your allies optimal opportunities. Once per turn, you and your allies may reroll a result of 1 on any healing or damage die targetting any creature within 10’ of you.

Oath Spells

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

True Mend

Yur lay om hands feature niw applies to constructs. Once per day, you use half your total pool to revive snd fully restore one construct with a CR equal to or less than half your Character level. When restored in this way, conjured constructs persist for 8 hours may ignore limitations set by spell duration or concentration. It is charmed by you until you or your allies harm it. It disintegrates at the end of the duration.

Artificial Animus

At 20th level, The Paladin may impart divine will into an existing construct whose CR is equal to or less than half the Paladin’s level. It’s intelligence is raised to 10 and, if it can, it learns to speak one language the paladin knows. The construct is charmed by the paladin for 30 days or until they or their companions do anything harmful to it. Its existence persists beyond the limits of spell duration. When the charmed condition ends, the construct chooses whether to remain friendly or may even choose to revert to a simple construct, based on how it was treated while it was charmed.

This feature may be used once per long rest, only one charmed, awakened construct can exist at a time. If another is awakened while the first remains charmed, the oldest creation will disintegrate. At the DM’s discretion, this may break the tenet of loving one’s creation.

At 20th level, The Paladin may impart divine will into an existing construct whose CR is equal to or less than half the Paladin’s level. It’s intelligence is raised to 10 and, if it can, it learns to speak one language the paladin knows. The construct is charmed by the paladin for 30 days or until they or their companions do anything harmful to it. Its existence persists beyond the limits of spell duration. When the charmed condition ends, the construct chooses whether to remain friendly or may even choose to revert to a simple construct, based on how it was treated while it was charmed.

This feature may be used once per long rest, only one charmed, awakened construct can exist at a time. If another is awakened while the first remains charmed, the oldest creation will disintegrate. At the DM’s discretion, this may break the tenet of loving one’s creation.

Channel Divinity Options

At third level, you gain access to the following Channel Divinity Options 


Masterwork
- The Paladin becomes infused with divine inspiration and gains a bonus equal to their proficiency bonus with any tools they’re not proficient in. Their proficiency bonus is doubled with any tools they’re proficient in.

Ferromantic Smite - Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and lock their weapons to your shield. The enemy is grappled as long as it holds its weapon and you are not incapacitated. At the beginning of each of their turns, they may use an action to escape the grapple using an athletics (strength) check against your spell save DC.

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