Sacred Oath

Oath of Primus

The Oath of Primus is one that those loyal to upholding the law and order of Mechanus must take, should they wish to be a part of their homeworlds' military might.

A Paladin of Primus dedicates their being to Primus, their creator. They are the judge, jury and executioners of Primus' will.

Some fear these Paladins, and those who do are surely hiding something in the eyes of Primus and its Paladins.

Those who revere these hands of Primus are shown that Primus is all-knowing and all-seeing through his holy warriors.

Tenets of Primus

Law. Those that dwell in the land of Primus will obey or be forced to do so by your hand.

Order. As one of the many hands of Primus, it is your sworm duty to keep the production, peace and calm of Mechanus in its' rightful state.

Loyalty. Primus is your lord. Primus is your creator. Revere it and Mechanus with all your being.

Productivity. You will work tirelessly to keep the production and efficiency of Mechanus active.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Primus Spells

Paladin Level Spells 3rd Grease, Compelled Duel 5th Zone of Truth, Locate Object 9th Dispel Magic, Magic Circle 13th Banishment, Locate Creature 17th Geas, Circle of Power

Divine Sense Modification

Your Paladin Divine Sense feature functions differently to other Paladins. Instead of being able to sense any Celestial, Fiend or Undead within 60 feet of you that is not behind total cover, you instead are able to sense any Fiend, Undead or creature that does not have Lawful as part of their alignment.

Channel Divinity

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

Judge Dread. As an action, you present your holy symbol in an attempt to halt a creature in its tracks.

Using an action, a creature you can see within 30 feet of you that does not have the Lawful moniker in their alignment must make a Wisdom saving throw against your Paladin spell save DC or be affected by either Hold Person or Hold Monster, whichever is most appropriate.

Smite the Unlawful. As an action, you present your holy symbol and speak one of your tenets aloud.

Any creature within 30 feet of you that does not have the "lawful" moniker as part of their alignment must make a Wisdom saving throw or take 2d8 radiant damage.

On a success, creatures only take 1d8 radiant damage.

Aura of Might

Beginning at 7th level, your loyalty to Primus is rewarded by causing an aura of inner strength to radiate from you.

You and friendly creatures within 10 feet of you gain advantage on all Strength ability and skill checks, as well as dealing an extra 2 radiant damage on weapon attacks.

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

Crime and Punishment

Starting at 15th level, if you witness an act that is against the laws of the land you are currently occupying, you can use the Dash action as a bonus action to move towards the perpetrator.

If you reach your target, you can make one melee weapon attack, doubling your strength modifier when calculating damage, and you have advantage on this attack.

The target cannot take reactions against this attack, and you gain a +1 modifier if initiative combat begins after you make this attack.

Alternatively if you reach your target with your initial Dash action, you can forgo a melee weapon attack and instead attempt to grapple the target. You have advantage on this grapple attempt and may double your proficiency bonus if it is applicable.

Rallying Force

At 20th level, your pursuit of justice is almost limitless, allowing you to become a beacon of the tenets you follow.

Using your action, you become one size type larger and radiate divine energy.

For 1 minute, you gain the following benefits:

At the start of each of your turns, you gain 5 temporary hit points and regain 5 hit points.

You emanate an aura of justice and righteousness in a 30 foot radius. The first time any enemy creature enters the aura or starts its turn there must succeed on a Wisdom saving throw or be stunned for one round, ending at the end of their next turn.

Allies in a 30 foot radius of you can use their reaction upon you using Rallying Force to take the Dash action towards you. This movement does not provoke attacks of opportunity.

Once you use this feature, you can't use it again until you finish a long rest.