Base Class: Paladin
The Oath of Knowledge
"Oath of Knowledge Paladins are immersed in knowledge and love teaching to those ignorant of it. They can be found in monasteries protecting monks and their vast libraries, spelunking in ruins to discover lost truths, and aid revolutions of repressive regimes who burn books and ban knowledge. Some act as armed guards and medical aid for those seeking dark or dangerous knowledge and turn a pretty profit from their paid protection. While other know that they can use their knowledge to solve crimes and murders, still more pry into minds to find things most would rather keep buried..."
Saving Throws: Wisdom, Intelligence
Skills: Arcana, History, Medicine, Insight, Religion, Investigation
Spellcasting: Use INT as your spellcasting stat
Divine Sense: Now affects Fey, Elementals, Abberations, along with Celestial, Fiend, Undead *Check Awareness
Damage Types: Whenever you would deal Radiant damage, substitute it for Force damage instead
Tenets of Knowledge
Seek Knowledge Accumulate knowledge to help your order and the people
Purge the Biblioclast You must never willing destroy knowledge or let knowledge be destroyed
Curiosity Always take the initiative to further knowledge
Instruction Teach others the knowledge to help them survive
Preservation Protect all those who possess knowledge
Spells to Teach
As you are often disaster relief, in many forms, you get a few useful cantrips to teach:
*These are to be taught, but are not learned by you. You must use Acquire Truths to learn any spells in this table.*
Oath of Knowledge Teachable Cantrips
| Spells | DESCRIPTION | |
|---|---|---|
| Create Food and Water | Range: 30ft Components: Verbal Somatic Target: the ground or Containers within range Duration: Instantaneous |
You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range-both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten. *NPC require a DC 13 INT check to learn* |
| Mending | Cast time: 1 minute Range: Touch Components: Verbal Somatic Material (2 Lodestones) Duration: Instantaneous |
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can't restore magic to such an object. *NPC require a DC 12 INT check to learn* |
| Produce Flames | Cast time: 1 action Range: Self Components: Verbal Somatic Duration: 10 minutes |
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. *NPC requires a DC 16 INT check to learn* |
Level 3: Oath of Knowledge Spells
Spells to aid you in your search for more...
| Paladin LVL | SPELLS | DESCRIPTION |
|---|---|---|
| 1st | Detect Magic, Detect Thoughts & Sending | The Oath's basis is in finding, understanding and sharing knowledge |
| 3rd | Identify & Speak with Animals | Your abilities are furthered by your studies |
| 5th | Tongues & Fabricate | Your growing understanding can now be applied |
| 9th | Speak with Dead & Wall of Ice | Your new truths give you insight. |
| 13th | Teleportation Circle & Scrying | ...You can see a faint... ...idea.. |
| 17th | Word of Recall & Legend Lore | ...you finally.... ......begin to understand... |
| ̶̘̜̤̪͛͒̑ ̶̧̡̛̗̱̈́ ̷̯͕̃ͅ ̷̦͇̐̾ ̴̧̦̻̈́̓̀2̴͚̥͋̇͝͝0̴̗̓́̀ẗ̴̝̱͉́̀͝h̴͈̳͒͊̿̚ ̶̛̜̾ ̶͎̫̫̔ ̸͚͉̣̆̓̾̀ ̵̹͊̅́̚ ̷͕̈́̅̅ | ̶̺̂ ̷̦̅ ̸̲̈́P̸̖͋ò̶̺ẃ̷̺e̵͚̾r̶̩͗ ̶͍̂w̴̖̒ơ̷̯ř̸̰d̶̙̚ ̶̠̀ ̶̛̝ ̶̄͜ | ̶̯͋ ̸̟̅ ̷̠͆ ̶͉͝y̷͕̽ò̵̰u̵͔͐r̶̨̚ ̶̰̓ẁ̶͎o̵͉͝r̸̡̃d̶̠͊ś̷̻ ̴̼͠a̷̗̾ṛ̴̔e̸̻̒ ̴͖̓t̴͚̄r̴̮̆u̶̩̿t̵̞̚h̷̻́ ̵͖͗ ̴͇̓ ̵̱̓ ̸̢̀ ̵̗͋ |
Level 3: Chanel Wisdom
You gain two new options that replace Channel Divinity
You can use this subclass’s Channel Wisdom twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.
If a Channel Wisdom effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.
Awareness
As a Bonus Action, you can open your awareness to sense Fey, Elementals, Abberations, along with Celestial, Fiend, Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 45ft of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has any significant association, as with the Hallow spell. You may also choose to spread this information with any you consider an Ally.
Enlightenment
If you have studied a complete compendium of or autopsied a corpse of the same species as your foe or have faced this foe before, as a Bonus Action you may for your next 3 turns choose to either use:
- Weak Point: Add 1d8 to your next damage roll
- Target: Choose an Ally and add 1d4 to their next damage rolls
Level 3: Acquire Truths
Acquire Truths
Once every odd level (i.e. 3, 5, 7, 9, 11, etc...) you may you may learn one of the spells you've acquired in your travels from any person, tome or other source. You must study for 1 long rest or take 1 minute to record and learn later during a long rest (spell slots are fully restored during long rest).
*Confer with DM about the spells respective spell slot and any damage or effects changes i.e. Cantrip ⟿ 11th lvl.*
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Level 7: Aura of Abnegation
You gain an Aura similar to Aura of Protection, 10ft emanation centered on your location. The aura is inactive while you have the Incapacitated condition.
You you gain a spell save on any spell cast in the aura or any spells entering the aura. If you succeed the Spell save the spell fizzles out and does nothing. If you fail the save any damage you would've taken is halved and the spells effects are halved.
Your Allies similarly gain a spell save which on success halves the damage or effects from any spell.
*If another Paladin or Aura is present, a creature can benefit from only one Aura at a time; the creature chooses which aura while in them*
Level 15: Witness
Whenever you see a spell being cast, roll a d20 DC 15 and add your spellcasting modifier you learn the effects of the spells. You may choose to take a turn (if in combat or 1 minute to transcribe the spell). Additionally roll a d6 and you regain that rolls corresponding lvl spellslot (ie. you roll a 5, highest lvl spellslot is 3rd, regain 3rd lvl slot).
*You cannot gain more spellslots back than you already posses*
Level 20: Understanding
Opening yourself to all knowledge you enter an arcane form, you use an Action to activate this effect for 10 turns (1 min).
While you are in this form you are counted as being under: (does not require concentration)
- See Invisibility
- Comprehend Language
- Detect Thoughts
You may also cast any of the following as free actions: (does not expend spellslot)
- Identify
- Mage Hand
You gain a flying Speed 2x your walking speed
Due to the immense strain your body takes in this form you must take a long rest or 2 short rests to regain it' use
Previous Versions
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3/5/2026 11:42:05 AM
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