Base Class: Paladin
Gatherers of knowledge. Above all else, those sworn to the oath must gather and protect knowledge and secrets in case of disaster or other events that require them to be called upon on again.
Protectors of Passion. Whether it be a fine art or a civic duty, the minds of those who intend to paint the world a better place are to be safeguarded, for they are to be left to fulfill their role freely. You are to oppose any who wish to snuff out their flame of innovation.
Medley of Minds. As a painter mixes blue and red to make something new, so does a well-rounded leader, mixing different cultures and viewpoints to strengthen their own perspective on life.
Heart at Peace. Although your duty is difficult, your mind works best when it is at ease and free from worry or trifle.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Mental Overload. Choose up to 3 creatures. As an action, they make a Wisdom saving throw or be stunned for 1 minute. Creatures that fail the save can repeat it at the end of their respective turns.
Far Pursuit. As a bonus action, choose target creature that you can see. You always know where that creature is. Whenever the chosen creature is within 30ft of you, you can make a melee attack against that creature regardless of your weapon's range. This effect lasts up to a minute.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Intact Mind Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Guardians
Starting at 7th level, you are aware of the battlefield around you, constantly emanating an aura of alertness while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
Any creature that makes melee or ranged weapon attack against an ally within your aura range has disadvantage on attack rolls against them, as a figure of light springs to intercept the attack.
At 18th level, the range of this aura increases to 30 feet.
Tactiful Repose
Starting at 15th level, whenever a creature misses a melee attack on an ally creature in your aura, you can use your reaction to make a melee attack on the attacking creature. If you hit, you can add additional radiant or psychic damage equal to your CHA modifier.
Vessel of Clarity
At 20th level, as an action, you enter a state of absolute focus, taking in the battlefield. You gain the following benefits:
- The range of all of your auras are doubled.
- On your turn, you can choose a willing creature that is in your aura. You can use half of your movement to swap places with that creature.
- Your Tactiful Repose ability does not require you to use a reaction to trigger.
These effects last for 1 minute, until you end it early, or become incapacitated. Once you use this feature, you cannot use it again until you finish a long rest.
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