Oath of the Construct

Tenets of Devotion

Though the exact words and strictures of the Oath of the Construct vary, paladins of this oath share these tenets.

Harm Not Your Creater.

Protect Creative Folk And Their Creations.

Value Creativity And Help It Prosper.

Suffer Not Corruption.

Shy Not From Thy Work.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Construct Spells

Paladin Level Spells 3rd identify, sancturary 5th calm emotions, heat metal 9th haste, meld into stone 13th fabricate, freedom of movement 17th animate objects, antilife shell

Restriction: Constructs Only

This subclass is restricted to constructs such as warforged.

Blessed Construct

Beginning at 3rd level, healing spells and abilities such as the cure wounds spell or your Lay on Hands feature can affect you.

Channel Divinity

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

Artisan's Blessing. You conduct an hour—long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal Object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Divine Empowerement. As an action, you channel divine energy into your body, empowering it for 1 minute. For the duration, that energy emits from your form, causing your melee weapon attacks to deal 1d4 extra radiant damage, your movement speed to be increased by 10 feet, and granting you the ability to push creatures that you hit with a melee weapon attack up to 10 feet away from you. Additionally, the energy doubles your jump height and distance, as well as the amount of weight that you can carry, lift, push, and drag.

Aura of Fortification

Starting at 7th level, an aura of defensive power eminates from you as long as you are conscious. The aura has a radius of 15 feet, and you as well as all of your allies within the aura gain temporary health equal to your Charisma modifier (minimum 1) at the beginning of your turn as long as the creature in question has over 0 hit points.

Additionally, you can concentrate on this aura as you would a spell for up to one minute. Doing so is a bonus action, and while you concentrate on this aura you empower it. You and allies within the empowered aura gain triple the temporary hit points they would normally get from the aura, and any time you or an ally of yours within the empowered aura is hit by a critical hit the critical hit becomes a normal hit.

After you have lost concentration on empowering this aura, it ceases to function for an hour.

When you reach 18th level, the aura's temporary hit points become twice your Charisma modifier (minimum 2).

Divine Construct

Once you've reached 15th level, the materials that make you have transformed. You register as a celestial when spells attempt to discern your type, but you are still affected as a construct. You gain resistance to radiant damage, and whenever you use your Channel Divinity feature, you regain hit points equal to your paladin level.

Construct's Totem

At 20th level, you can create a magical totem, such as a jeweled specter or a scroll crafted of golden threads. The totem must be held in one hand to grant its effects. While you hold the totem, whenever you use your Divine Smite, a burst of energy erupts from the totem. The enemy affected by your Divine Smite takes 2d4 additional radiant energy from the burst of energy, while you regain hit points equal to the spell slot used for the Divine Smite.

Additionally, you can give the totem to others. While another creature holds your totem, they are affected by any spell you cast on yourself as though you cast it on them. As a bonus action, you can summon the totem into an open hand of yours.

Creating a totem takes 4 hours, and counts as light activity.