Paladin
Base Class: Paladin

Tenets of the Net:

Protect the sanctity of the net. Be a steward of good-nature and good-faith.

Investigate that which confounds you to its conclusion

Understand that which is knowable and the things around you to gain the advantage

Oath Spells

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

Oath of the Net Spells

Paladin Level Spells
3rd [Tooltip Not Found], identify
5th locate object, lesser restoration
9th clairvoyance, call lightning
13th [Tooltip Not Found], faithful hound
17th greater restoration, protection from energy

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Tech Defender. Your lay on hands can be used to heal constructs, in addition you can spend 1 point of lay on hands to cast the mending cantrip on a damaged construct. Using 2 points of lay on hands you can stabilize sentient constructs, but cannot bring them back to life or repair fatal damage. You can also use 5 points of your lay on hands ability to touch a piece of technology and a willing creature to give advantage on checks relating to magitech or archanotech for the next 5 minutes.

Call Attention. as a bonus action using your cellstone, you create a distraction that calls netizens to your attention. Anyone with a cellstone in a 30 foot radius learns your plight and location, and you gain advantage to Persuasion and Deception checks for the next 10 minutes.

Aura of Understanding

Starting at 7th level, your knowledge on how to navigate the net aids your allies. Allies within 10 feet of you gain advantage on intelligence checks using the net, and to other checks a number of times equal to your proficiency modifier. The aura extends 10 feet from you in every direction, but not through total cover.

At 18th level, the range of this aura increases to 30 feet.

Protection of The Net

 Starting at 15th level, an aura of electricity clings to you. Whenever a creature within 30 ft of you hits you with an attack, they take lightning damage equal your Charisma modifier (minimum of 1).

Champion of Taksis

Starting at 20th level, you gain immunity to lightning damage and can redirect any lightning based attacks back at the attacker. The attacker makes a dexterity saving throw equal to your spell save DC. On a failed save, the creature takes the full damage of the attack and is stunned for 1d4 rounds. On a success, the creature takes 1/2 damage and isn't stunned. A creature that has broken/succeeded against this ability can't be stunned by it again for 24 hours.

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