Paladin
Base Class: Paladin

You have vowed your life to artifice, bonding your soul to The Bloodforge through a sacred oath. Through this oath you will learn how to channel your divine powers into wondrous devices and bring your body to nigh unstoppable strength. Though taking this oath comes with great sacrifice.

Followers of the Puppets oath follow these tenets;

Forgive: all actions can be atoned for, there is no justice or salvation in one's deeds lest they not forgive themselves.

Forget: who you are is secondary to victory, surrender the self and take the strings.

Foretell: Fear not the dangers of battle, follow intuition, faith and fellowship will guide you to victory.

Forego: The flesh is temporary, cut the ties that bind you to the mortal form. Become better through change.

Paladin Level 

Spells 

2 

Heroism, Identify 

5 

Enhance Ability, Hold Person 

9 

Haste, Counterspell 

13 

Compulsion, Freedom Of Movement 

17 

Planar Binding, Contact Other Plane 

Channel divinity skills

Puppet Strings: On a successful attack, you can command the target using one word, the effect lasts for one turn. at 10th level this increases to 2 turns, 3 turns at 20th level.

Bloodforge sacrifice: You take 1d10 damage and heal 1 creature you can see within 30ft 3d8 hit points, this increases to 4d8 at 10th level and 5d8 at 20th level.

Sacrificial Marionette

3rd level,

Upon taking the Puppets oath, you must remove one of your hands, making room for the divine creations of the forge to take shape.

Right Hand:

You gain proficiency with firearms and +1 to attack/damage rolls made with a firearm.

Left Hand:

You gain proficiency with longsword, shortsword, and greatsword and +1 to attack/damage rolls made with a sword.

Deepened Wound

7th level,

your dedication to your divine oath is recognized by the forge, but you must begin making additional Sacrifices to become a vessel of the divine.
Remove the rest of the arm you severed the hand from.

Sacrifice of the Whole: You remove the rest of your right arm. 

  • You can use firearms to take the divine smite action using the range of the firearm. 

Sacrifice of the Ambidextrous: You remove the rest of your left arm. 

  • You gain +2 to charisma as long as you have a sword equipped as your main hand weapon.   

 

Confessional

10th level,

You show your dedication by by completing an 8 hour ritual. This ritual can be completed during a long rest and the effects permanently upgrade your prosthetics based on which arm you sacrificed.

Sacrifice of the Atoned (right arm)   

All firearm attacks you make are considered a magical attack and deal an additional 1d6 radiant damage. 

Sacrifice of the Absolved (left arm)  

You can make a third attack with the extra attack action if you make that attack with a sword. 

 

Forged Mannequin

15th level,

You have learned to channel your deep connection to the divine strings that entangle your soul into powerful advancements for your armaments'.

Arm of Gond (Right arm):  

Once a day you can hold a firearm and complete a 1-hour ritual, this can be completed during a short rest. Any firearm you complete the ritual on has adamantine ammunition until you complete the ritual on another firearm. 

Arm of Flandal (Left arm arm):  

Once a day you can hold a sword and complete a 1 hour ritual, this can be completed during a short rest. Any sword you complete the ritual on is considered adamantine until you complete the ritual on another sword. 

Puppet of the Ascended

20th level

You must make the ultimate sacrifice. The forge requires you to give them your heart or your mind, depending on which path you chose when you took this oath.

Heart of Artifice (Right): 

You sacrifice your heart to the forge.

  • You gain advantage on all saving throws against Demon, Devil, fay, fiend, infernal and undead.
  •  Any time you take the smite action add 2d10 of the corresponding damage type to the attack roll
  • Once a day you can call upon the favor of the forge in a time of great need and regain half of your total hit points rounded down and remove any physical conditions you may have (grappled, Petrified Poisoned, Restrained, Stunned and Exhaustion)

Mind of Artifice (left):  

You sacrifice your mind to the forge.

  • You gain advantage on all charisma ability checks and saving throws.
  • Any time you take the smite action add 2d10 of the corresponding damage type to the attack roll.
  • Once a day you can call upon the forge in a time of great need, regaining 2 spell slots of 6th level or lower and removing mental conditions you may have (Blinded, Charmed, deafened, Frightened and exhaustion)

Comments

Posts Quoted:
Reply
Clear All Quotes