Paladin
Base Class: Paladin

  The Oath of Circumstance binds a paladin to the ideals of wandering, exploring, & using the knowledge they've gained throughout the journey thrust upon them to encourage themselves &those around them to approach the unknown with an open mind. These paladins Promote growth in Embracing the new & forming their own way of viewing & handling all sorts of situations. with the worldy knowledge they collect, the paladins go forth into the world with intention of exploring all possibilities & seeing both sides to each situation. 

Channel Divinity

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

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You can use your Channel Divinity to discern vague details regarding the past of an item. As an action you focus on the object and receive a vision of a significant event or emotion that may have previously surrounded the object, or hints toward a purpose. An object can only be targeted by this feature once, and future attempts reveal no additional details but can, at the DMs discretion, replay the vision for you.

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You can use your Channel Divinity to aid you in your pursuit of information. As an action you can use your Channel Divinity to let divine guidance flow through you. For the next 10 minutes you can use your Charisma modifier in place of your Intelligence and Wisdom modifiers for any skill or ability checks you make which uses those ability scores.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Circumstance Spells

Aura of Inspiration

Starting at 7th level, you and friendly creatures within 10 feet of you can't be Frightened, And has advantage on Saving Throws and Attack Rolls once per day.

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

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

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

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