Paladin- Oath of the Machine

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Oath of the Machine

Tenets of the Machine

An experienced paladin of the Machine would call it cryptic and withholding, and that's on a good day. The tenets of the oath have been formed from the few occasions when it communicates its desires.

Order: Like any other entity, the Machine wants to keep existing. Anything that threatens the stability of the world, the universe, or the Machine itself is a threat that must be exterminated.

Discovery: While it is extremely intelligent and analytical, the Machine is not omniscient. It relies on its followers and subordinate constructs for information. You must seek out secrets, the unknown, and the mysterious, so that the Machine may learn.

Patience: A construct works on time scales much longer than any lifetime. You must be patient.

Secrecy: The Machine relies on security through obscurity. Telling others of the Machine's nature, location, or methods is forbidden. If others desire to know more, they must prove themselves by finding that information without assistance.

Oath Spells

Paladin Level Spells
3rd Crushing Smite*, Identify
5th Augury, Blur
9th Imploding Smite*, Slow
13th Arcane Eye, Fire Shield
17th Animate Objects, Legend Lore

*Spells found at the bottom of oath description.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Detection: As an action, you release a burst of energy, and become aware of the location and function of any mechanical or magical mechanisms within 30 feet of you until the end of your turn. This ability is only blocked by several inches of dense material, like adamantium, lead, or gold (but not stone). It does not reveal dangers or traps that do not have an operating mechanism, like a pit trap or a cloud of invisible toxic gas, nor does it reveal magic items that are not in use.

Purge: As an action, you create a burst of energy at a point within 30 feet that you can see. Anything within 5 feet of the point must make a Charisma saving throw or have any spell affecting it end.

At 15th level, creatures and objects that fail the saving throw are affected as if they were inside an Antimagic Field for one minute.

Targeting Aura

Starting at 7th level, you emit an aura that subtly outlines nearby threats for you and your allies. Whenever you or a friendly creature attack an enemy that is within 10 feet of you, the attack roll cannot suffer from disadvantage.

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

Weave Interlock

Beginning at 15th level, your connection to the Machine allows you to detect the true nature of magic, the Weave. As a reaction, if a spell or magical effect passes within 20 feet of you, you can twist the Weave to change its effects. This includes spells and effects that do not fire projectiles- draw a line from the caster to the target. If the line passes within 20 feet of you, you may use this feature. For magic that effects multiple individual targets, this feature affects the entire spell or magical effect, not just the targets in range. Choose from one of the following options:

Deflect: If the spell or effect requires the caster to make an attack roll, they do so with disadvantage. If it requires a saving throw from its targets, they do so with advantage.

Disrupt: If the spell or effect does damage, all creatures it effects have resistance to its damage. If it has a duration, its duration is halved. If it requires concentration, the caster makes their concentration saves with disadvantage.

You can alter the Weave in this way a number of times equal to your Charisma modifier (minimum of 1). When you finish a long rest, you regain all expended uses. You cannot use this feature on spells that you do not notice or otherwise detect, or that have already taken effect.

Avatar of the Machine

At 20th level, you can use your action to request direct guidance from the Machine regarding a particular course of action or goal. For one minute, you gain the following effects as the Machine uses its full power to guide your actions:

  • You gain advantage on all saving throws, attack rolls, and ability checks.
  • You gain temporary HP equal to 10 times your Charisma modifier (minimum of 10).
  • Enemies have disadvantage when attacking you and when making saving throws against your spells or abilities.
  • The Machine gives you direct guidance towards your goal. This may come in the form of a highlighted path in your vision, instructions spoken into your mind, or something else chosen by the DM.

After you use this feature, you can't use it again until you complete a long rest. The Machine may advise against your course of action or refuse to help entirely if your plans will endanger it.

Spells

Crushing Smite

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee attack, the attack deals an extra 1d8 force damage to the target. Additionally, the creature must make a Strength save or have its movement speed reduced to 5 feet and become unable to take reactions until the end of your next turn.

Imploding Smite

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee attack, the attack deals an extra 3d8 force damage. Enemies within 15 feet of your target must make a Strength save or be violently pulled towards the target, each taking 1d4 bludgeoning damage, and dealing 1d4 bludgeoning damage to the target on impact. This affects objects as well, but only Medium or larger objects deal damage.

 

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