Base Class: Paladin
Oath of Revelation
A paladin that takes the Oath of Revelation holds the value of knowledge above all else, and can either obtain thisknowledge by unlocking their mind's full potential, or by bartering for it with creatures from beyond.
Tenets of Revelation
Whether through self enlightenment or dark dealings, paladins of this oath share the following tenets:
Develop the Mind.
Knowledge is the ultimate pursuit, and you are willing to go to any means to obtain it.
Preserve Knowledge.
With what knowledge you dofind, it is paramount that it is safeguarded for future generations.
Enlighten the Ignorant.
Teach others so they may not repeat the same mistakes of the past.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Mystical Weapon. As a bonus action, you can use your Channel Divinity to imbue your weapon with strangeenergies, as well as the ability to unfurl secrets yet to be revealed.
For 10 minutes the weapon emits dim light in a 20 foot radius, and while holding the weapon, you canchange the damage you deal with your Divine Smite andImproved Divine Smite feature to psychic instead ofradiant, as well as read all writing. If the weapon is notalready magical, it becomes magical for the duration.
You can end the effect as part of any other action, if you are no longer holding the weapon, or if you fall unconscious.
Psychic Pulse. You can use your Channel Divinity to
release a wave of mind wracking energy. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw (DC {{savedc:cha}}). On a failed save, a creature becomes [condition]stunned[condition] until the end of your next turn
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion 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 Distortion
Starting At 7th level, you emit an aura that warps and twists thelight around you and your allies. When you or an ally within 10 feet of you would be the target of an attack, the attacking creature has disadvantage on the roll. A creature can only benefit from this feature once, until the start of your next turn.
At 18th level, the range of this aura increases to 30 feet.
Repeated Torment
Beginning At 15th level, whenever a creature you can see within 30 feet of you fails an Intelligence, Wisdom, or Charisma saving throw. You can use your reaction to deal [roll]2d8[/roll] + your Charisma modifier psychic damage to that creature.
Mantle of Pure Thought
At 20th level, you have gained the ability to manifest phenomena with a single thought. As a bonus action, you gain the following benefits for 1 minute:
Whenever you cast a paladin spell, it does not require any somatic or verbal components.
Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
You count as an aberration instead of an humanoid