Base Class: Paladin
Inspire hope with your presence
The Oath of Cold Steel is one forged in battles. These paladins are the ones that inspire hope by leading the charge, standing valiantly in the front line with their mighty mechanical companion
The Oath of Cold Steel is one acquired through various studies, the paladins learn to imbue themselves with divine powers and to become the very source of energy for their creations. As such, the state of the machine itself reflects the state of the user
Paladins who takes this oath is quite varied in nature, simply out of fascination for giant war machines or a genuine sense of justice, there's generally nothing in common in between them aside from the shared tenets
These Paladins share the following tenets:
- Innovation! Always innovative and improve your creations at every moment possible
- Inspire hope and courage in others, be a positive influence in the world
- Protect the innocent, be protectors not destroyers
Level 3: Oath of Cold Steel Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Cold Steel Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Shield, Identify |
| 5 | Enhance Ability, Zone of Truth |
| 9 | Beacon of Hope, Dispel Magic |
| 13 | Arcane Eye, Fabricate |
| 17 | Commune, Conjure Volley |
Level 3: Summon Mech
As an action, you can present your divine symbol and expend a use of Channel Divinity to summon your mech, no matter the location, provided you have enough space to summon the mech. Any creatures within the space of the mech when it is summoned is are pushed 10ft away harmlessly. Your mech is a large sized construct, it can understand and speak any languages you know.
It shares all your statistics, when you and the mech are subjected to a saving throw, only you make the saving throw. The mech shares the same health pool as you and last until you die. You can exit your mech as an action, in which case your mech becomes a dormant object with 16AC, 50hp.
While piloting the mech, you receive the following benefits:
- Your size is counted as large, no matter your original or current size. You are unaffected by any effect that would change your size while pilotting the mech
- Your armor/shield are incorporated into the mech (You can't benefit from an additional set of armor/shield)
Note: You cannot benefit from mage armor, unarmoured defense or similar features while within the mech
- You are unable to wield any weapons, when taking the Attack action you must use one of the mech weapons
- You can cast spell/use magic items from the mech as if using it yourself
- Whenever you attack with your mech weapon, you can use your charisma modifier for the attack
- At level 5 in this class, you can add your ability modifier used for the attacks to damage rolls made with your mech weapons
- At level 11 in this class, you can add your proficiency bonus to damage rolls made with your mech weapons
- At level 17 in this class, you deal an extra 1d8 radiant damage on hit when you attack with your mech weapons
Default mech weapon: Replace your unarmed attacks with your mech's punches, which counts as a simple weapon. It deals 2d4 magical bludgeoning on a hit, you do not add your ability modifier to the damage roll and have a reach of 10ft. These attacks are made with strength as a default
- You gain the benefit of one of the following modules, which can be changed at the end of a long rest:
| Name | Effect |
|---|---|
| Melee Weapon |
Your mech have a melee one handed weapon with the Reach and Heavy property, it deals 2d6 magical slashing/piercing/bludgeoning(your choice when choosing the module) damage on a hit, you do not add your ability modifier to the damage roll. Once on each of your turn, you could deal an extra 2d6 radiant damage on hit |
| Ranged Weapon | Your mech have a ranged one handed weapon with 80/240ft range with the Heavy and Slow property, it deals 1d10 radiant damage on a hit, you do not add your ability modifier to the damage roll. You can apply divine smite to the attack as if hitting with a melee weapon/unarmed strike This weapon uses dex as a a default |
| Shield System | You gain AC equal to half your proficiency bonus (rounded up) |
| Boosters | Your speed is increased by 10ft and you can dash as a bonus action |
| Scanner | You gain 60ft of tremor sense and have advantage on perception checks |
| Disruptor | Once per long rest, you can use a bonus action to emit a localized electromagnetic pulse. All creatures within a 30ft radius of you must make a constitution saving throw against your spell save DC or have their speed halved and lose their reactions until the end of your next turn. If they are concentrating on a spell, they also drop concentration |
Level 7: Aura of Linking
You can link your consciousness (no action required) with up to 2 other creatures within your aura of protection. When one of the linked creature (including yourself) takes the attack or magic action, another creature can use their reaction to move up to half their move speed and make one weapon attack.The link breaks when a creature is outside of your aura of protection.
Level 15: Upgraded Modules
The modules for your mech is upgraded and you gain access to additional modules. You can now install up to 2 modules at the end of a long rest.
| Name | Effect |
|---|---|
| Melee/Ranged Weapon |
You have a bonus equal to half your proficiency bonus (rounded up) to attack and damage rolls made with this weapon. For your melee weapon, the extra damage you can deal increases to 4d6 For ranged weapon, you can now apply Radiant Strikes on hit |
| Shield System | Linked creatures also gain the AC bonus |
| Boosters | You gain flight speed equal to your walk speed |
| Scanner | You gain a blind sight of 30ft |
| Disruptor | Once per long rest, you can use a bonus action to emit a localized electromagnetic pulse. All creatures within a 30ft radius of you must make a constitution saving throw against your spell save DC or have their speed reduced to 0 and lose their reactions until the end of your next turn. If they are concentrating on a spell, they also drop concentration |
| Impact Equaliser | As a reaction when a linked creature takes damage, you can reduce that damage by half, taking the reduced damage yourself |
| Analyser | As an action, you can expend a use of Channel Divinity to scan a creature you can see within 60ft of yourself. You learn the creature's immunities, resistances, vulnerabilities and creature type. The DM may also provide additional information based on their discretion |
Level 20: OVERDRIVE
You can now install up to 3 modules in your mech at the end of a long rest.
As a Bonus Action, overdrive your mech for 10 minutes or until you are unconscious. Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
While within overdrive, you gain the following:
Force Amplifier. Once per turn, a linked creature (including yourself) can add an extra 2d6 radiant damage upon damaging another creature
Discharge. As a magic action, you can expend a spell slot to fire a 15ft wide, 120ft long line energy beam. Make an attack roll with your melee/ranged mech weapon (even if it's not installed) to each creature in the line. On a hit, you deal 4d8 radiant damage for each level of spell slots expended. You take damage equal to 5 x the level of spell slot expended at the end of your turn after firing the beam
Warning: Overheating. You take damage equal to your paladin level at the end of your turn
Previous Versions
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