Base Class: Paladin
The Oath of Knowledge binds Paladins to the pursuit of, or offering assistance to find, Knowledge in all forms.
These Paladins can be found deep in ruins, leading a group of adventurers and archeologists to knowledge long thought lost, fighting oppressive regimes who willfully suppress freedoms of expression and research, or alongside artificers, alchemists, engineers, artists, and other professions on the cutting edge of research, offering safeguards should their methods become unintentionally dangerous. Some, though, know that knowledge of people and their actions are just as valuable to the world as other research, and some are employed as a spy, or an investigator.
Many swear oaths to old Gods, for good or ill, to find their old works and bring them to glory once more, while others swear devotion to a cause, perhaps to help eradicate a dangerous magical disease and progress sciences.
These paladins share the following tenets:
- Put yourself in harms way to help advance knowledge
- Protect those who wish to push the edges of science
- Every piece of knowledge is sacred, no matter how small
Most importantly, however, those Paladins who follow the Oath of Knowledge never break their word on contracts. They know that reputation is just knowledge in another form.
Level 3: Oath Spells
3rd-level Oath of the Knowledge feature
You gain oath spells at the paladin levels listed in the Oath of Knowledge table. See the Sacred Oath class feature for how oath spells work.
Oath of the Watchers Spells
| Paladin Level | Spells |
|---|---|
| 3rd | misty step, remove curse |
| 5th | arcane eye, see invisibility |
| 9th | legend lore, guards and wards |
| 13th | contingency, true seeing |
| 17th | hold monster, word of recall |
Channel Divinity
3rd-level Oath of Knowledge feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Ancient Knowledge. Whenever you or an ally within 60 feet that you can perceive rolls an ability check, you may expend one use of your Channel Divinity and add your Charisma bonus to the result.
Relic of the Past. If an opponent you are fighting has a resistance or immunity, and there is a way to bypass that immunity (such as different damage types), you may expend a use of your Channel Divinity. Your weapon appears to become an ancient relic of the same type, intricately carved with runes and symbols of a long lost language. For one minute, your weapon will change its damage type (and any effects or abilities conferred upon the weapon) to a damage type the creature is not resistant or immune to (if such a type exists). This ability does not tell you what overcomes the resistance or immunity, however.
Sacred Intellect
You have innate knowledge that comes from years of tuning to the Divine and their machinations. You are proficient in History, and you always use Charisma for your History rolls.
Level 7: Aura of the Confident
7th-level Oath of the Watchers feature
You emit an aura of poise while you aren’t incapacitated.
You and your allies gain advantage when rolling concentration checks.
As long as your allies can communicate with you in some way, and are within range, they may add your proficiency bonus to the following skills:
- Acrobatics
- Animal Handling
- Athletics
- History
- Medicine
- Nature
- Performance
- Religion
- Stealth
The aura has a range of 60 feet.
At 18th level, the range of this aura increases to 120 feet.
Level 7: Ready for Anything
7th-level Oath of Knowledge feature
You've dived deep into dungeons, and places of ancient wisdom. You've learned that many of these places also wish to kill you and your allies
As a bonus action you may:
- Expend a spell slot to grant an ally an additional d4 to add to any skill check involving disarming traps for each level of spell slot you used.
- After a trap has sprung (and is within 30 feet), expend a Channel Divinity to delay the effects of a trap going off by 1 minute. The effect of the trap becomes ethereal and ghostly, indicating what, exactly, the trap would have done. If the trap, its trigger, or its effect is larger than 30ft by 30ft by 30ft, this ability fails, and the trap goes off as normal.
Level 15: Lost Techniques
15th-level Oath of Knowledge feature
In a moment of inspiration, you suddenly piece together a long lost ancient technique to improve a piece of gear.
You spend 100gp, and two days improving a weapon, or piece of armour. It gains the following effects:
- Increase it's enchantment value by +1 (to a maximum of +3), and becomes magical (if it wasn't already)
- If it is a weapon, it deals an additional 2d6 damage of a type of your choosing.
- If it's a piece of armour, you gain resistance to a damage type of your choice.
The item also gains 3 charges of an effect you may change daily. These charges recharge after a long rest.
Effects
- As a bonus action, give you a bonus to AC by 1d4 for one round
- As a reaction to you moving, you don't provoke opportunity attacks
- As a reaction to being critically hit, reduce it to a regular hit.
- As a reaction to a critical hit you've made, add 2d8 force damage to your attack
- As a reaction to reducing a target to below 0 hit points, regain a spell slot that is 1 lower than your maximum
- As an action, Heal yourself or an ally within 30 feet for (2d8)
You may only have a single item improved at a time. If you improve another piece of gear, or after 7 days of your death, the original item returns to normal.
Level 20: Future Warrior
20th-level Oath of the Knowledge feature
You've seen it all.
You've seen the deep past, and forbidden lore. You've seen science and arcane research pushed to the extreme, and ready to apply all that you've learned to advance your cause in ways never thought possible.
By taking the best of the old ways, and combining them with modern techniques, you gain several advantages:
- You always roll History checks at advantage
- Once per round, you may change all your damage types to another type of your choosing
- You gain advantage on any roll, as long as the target of the roll is the same as your target last round
- You gain resistance to a damage type if you've already taken that damage the prior turn
- You may expend a total of 3 levels of magic slots to regain a use of your Channel Divinity feature
- You may expend a total of 3 levels of magic slots to regain up to 60 hit points of your Lay on Hands Class Feature
- You may expend a total of 2 levels of magic slots to automatically pass any Dexterity Saving Throw
- You may expend a magic slot to automatically disarm any trap you are aware of
- You never roll less than a 10 on your initiative dice. If you roll less than 10 on the dice, change it to a 10
- Your lifespan doubles
- You gain +2 to any ability of score of your choice. You may change this selection after a long rest.
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