November 7, 2015

Tech Knight

Sacred Oath
Comments from the Finger: Magitech Hero uses robotic armor. The Machine patron gradually makes you more machine than man. This oath makes you all machine.

Oath of the Three Laws

The Oath of the Three Laws is the only sacred oath taken posthumously. Paladins gravely injured are taken to the temple of the Gearpriests and offered the Choice: refuse the Oath and perish, or take it and become a Tech Knight. Those that accept have their minds transferred into a modified suit of magitech armor, filled with ticking clockwork, and live out the generations in command of a body of steel that is not their own.

Laws of Robotics
Because you control the form of a machine, you need to obey some of the machine's laws. Failing to do so will not cause you to fall from paladinhood, but will instead deactivate you temporarily. If you break one of the Laws of Robotics, you can neither move nor take actions for 1d4 rounds.
     First Law. You may not harm an innocent sentient creature. You may not, through inaction, allow a sentient creature to come to harm.
     Second Law. You must obey the orders given by the Gearpriests, except where such orders would conflict with the First Law.
     Third Law. You must protect your own existence as long as such protection does not conflict with the First or Second Laws.

Oath of the Construct Spells
3rd: false life, thunderwave
5th: heat metal, spider climb
9th: protection from energy, lightning bolt
13th: dimension door, stoneskin
17th: animate objects, wall of force

Tech Knights are not born; they are created. If you suffer no catastrophe and are not offered the Choice, at 3rd level you must consult the Gearpriests to give up your organic body for a mechanical one in order to take this oath. You forfeit all benefits from your race except for known languages and ability score increases.
     You are a construct, and do not need to eat, sleep, drink, or breathe. You do, however, still require the duration of a long rest each day to re-calibrate and perform minor repairs. Additionally, you are immune to necrotic and poison damage, you are immune to being poisoned, and magic can't put you to sleep. You are affected by effects which effect humanoids as well as those that effect constructs.
     Finally, your body is already armored, and you cannot wear additional armor, though you may wield a shield. Your Armor Class equals 14 + your Dexterity modifier.

Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity option.
Emulate Upgrade. Your body is constructed from a transmutive material which can pattern after Magitech Upgrades. You may select 1 Magitech Upgrade for which you meet the prerequisites. You must expend your Channel Divinity when you complete a short or long rest in order to activate this upgrade, and you may change your upgrade selection at that time.
     You are always considered to be wearing magitech armor and your magitech level is equal to your paladin level. Upgrades that cast a spell require no verbal or somatic components. If an Upgrade calls for a saving throw, it uses your Spell Save DC.
     You may select an additional Magitech Upgrade at 11th level (2 upgrades), and at 20th level (3 upgrades.) These upgrades may be used as prerequisites for others.
Magitech Upgrades can be found here 
Aura of Law
At 7th level, you and all friendly creatures within 10 feet of you have advantage on Concentration checks.
     At 18th level, the range of this aura increases to 30 feet.

Armor Fortification
At 11th level, you can select an armor fortification from below. This selection cannot be changed once made.
     Energy Deflection. You have resistance to lightning damage.
     Maneuverable Fibers. Your base movement speed increases by 5 feet.
     Reinforced Fibers. Your Armor Class increases by 1.

Construct Sense Upgrade
At 15th level, select a construct sense upgrade from below. This selection cannot be changed once made.
     Auravision. As a bonus action on your turn, you can cast detect magic without expending a spell slot. After using this ability, you must complete a short or long rest before using it again.
     All-Frequency Scan. As a bonus action on your turn, you can gain truesight until the beginning of your next turn. After using this ability, you must complete a short or long rest before using it again.
     Darkvision. You gain darkvision with a range of 120 feet.
     Thermal Vision. Even in heavily obscured conditions, you can see the location of creatures within 30 feet that aren't constructs or undead. However, you cannot discern distinguishing details of these creatures, nor can you see what they are carrying.

Golem Resistance
Beginning at 20th level, as an action on you turn, you or one willing creature within your reach becomes immune to a spell of your choice for 1 hour. After using this ability, you cannot do so again until you finish a short or long rest.

Changelog: 11/7/15: Construct Sense Upgrade: Darkvision: Sentence was unfinished. If you already posess darkvision, its range increases to 120 feet
Emulate Upgrade: Now clarifies that you are always considered to be wearing magitech armor, and you may use your paladin level in place of a fighter level.
11/8/15: Darkvision: You gain darkvision with a range of 120 feet.
Emulate Upgrade: Now has contains the rules for save DCs and spells.
11/9/15: Magitech Upgrades no longer specify fighter level. They instead use a more class-generic magitech level.


  1. I think the darkvision upgrade is unfinished, though I'm guessing it just gives superior darkvision if you have it already

    1. Also the capstone ability is super weird and specific. I mean it could definitely be really good if your opponent is a one-trick pony, but it doesn't feel as capstone-y as the other oath capstones. I don't have a better idea, just figured I'd put in my two cents.

    2. Yup, I see the thing about darkvision. It was an editing thing. I'll fix it asap.

      The capstone is pretty small because you also unlock the highest tier magitech upgrades with Emulate Upgrade at that level. In most ways, that's the real capstone (and I actually considered skipping the capstone altogether, but decided against it in favor of something small.)

    3. And it's still pretty useful, considering that it's 1/SHORT rest. And wouldn't most bbegs at that level use power word kill all the time? Being able to flip that spell the bird is top notch

  2. Where would I find magitech upgrades?

    1. The Magitech Hero fighter subclass

    2. I'll include a proper sidebar tomorrow. Do you think I should include the Magitech Upgrades in a appendix to Magitech Update 2?

    3. I think that would be for the best, having to cross-reference stuff is annoying.

  3. many of the magitech upgrades dont fit by RAW due to them requiring a fighter level and/or wearing armor.

    1. That's a really good point. I've went ahead and clarified those points to work by RAW

    2. Also, do you still use your int mod for the magitech things or would you use Cha because this is a paladin?

    3. The only upgrade which used Intelligence was repulsor rays, but I'll leave them unchanged for brevity's sake. I have added rules from Magitech Hero to clarify how a Tech Knight will use upgrade spells and save DCs

  4. The Darkvision upgrade at 15th level seems a bit wonky to me. Unless you have Darkvision from a magical source, you wont have it, as becoming a construct voids all the racial abilities, save Ability increases and Known Languages.

    1. Oh, that's totally right. *facapalm* I should have edited that chunk out altogether (which explains why half the sentence was missing on the first PDF edit). I'll fix that ASAP


    I put all the magi-tech upgrades into their assorted perk trees. The ones on row 5 are alone and not a part of any trees.

    1. That's awesome! Remind me later and I'll try to make a graphical tree as well. Right now, this is really great to see the levels and symmetry in the Upgrade tree. Thanks Isaiah!

    2. No prob! I decided to make a Tech Knight but was getting frustrated at how hard it was to try and plan out the upgrades when they were in a list format, so I decided to make a chart and share it because people probably had similar problems with magitech heroes and tech knights. And your chart will probably look much better! Will you be adding more magitech upgrades in the future?

    3. A lot of people had the same problem with Magitech Hero. There's a lot of organization and symmetry in the Upgrade tree, which allows a character to take distinct paths. I really came away from building it thinking that I had something great designed, but alphabetizing the list made this something of a nightmare for people.

      I've been thinking about going back and reorganizing the list by number of prereqs. It's not a perfect fix, since it's still going to be hard to represent the tree, but I think it might help.

  6. Wow my computer isn't letting me comment without a fight. Hehe, but wow, I love this Magitech pack you've released. It's just so cool!

  7. This is really neat! I wanted to make a Warforged paladin and rather than taking that race I took this Oath; allowing for a dex based build and some extra CHA (Half-Elf base). Stuck the Repeating Crossbow on top and chose Crossbow Expert at 4, making for a crazy versatile build.

    Had an idea too: what about putting the Find Familiar spell on the list, but instead of the usual choice of Celestial/Fey/Fiend, enforce it being a construct? ^^ I'll definitely petition my GM for that anyway.

  8. detect magic 1/short rest at level 18 can be compared to the warlocks eldritch invocation which makes it at will, and can be gained at level 2

  9. How does a Warforged go about becoming a Tech Knight? Since they're already mechanical in nature.

    1. This type of thing would be a fun writing challenge, but it would boil down to creating a warforged that is more Construct than Living. Maybe they remove part of the warforged that is responsible for feeling emotion, or maybe the warforged's brain and body are just heavily reconstructed.