Base Class: Paladin
Paladins who swear the Oath of Truth dedicate themselves to revealing deception, uncovering hidden threats, and ensuring that knowledge is never used to enslave others. They believe truth should liberate, not dominate, and that lies are most dangerous when used by those in power.
These paladins are investigators, wandering judges, and guardians against manipulation. While they value knowledge deeply, they refuse to weaponize truth in ways that would rob others of their dignity or freedom.
They are often Chaotic Good, believing truth must remain free from authoritarian control.
Tenets of Truth
Paladins of this oath follow principles meant to protect both truth and the freedom of those who learn it.
Seek the Hidden
Ignorance breeds tyranny. Search for lost knowledge, forgotten history, and concealed dangers.
Speak Without Chains
Truth should enlighten, not dominate. Do not twist knowledge to control others.
Protect the Vulnerable
Those who lie often prey on the powerless. Use truth to shield those who cannot defend themselves.
Truth With Compassion
Knowledge without mercy becomes cruelty. Reveal truth in ways that allow others to grow.
Level 3: Oath of Truth Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Protection from Evil and Good, Identify |
| 5 | Zone of Truth, Locate Object |
| 9 | Clairvoyance, Tongues |
| 13 | Arcane Eye, Locate Creature |
| 17 | Legend Lore, True Seeing |
Level 3: Unmask Deception
As a Bonus Action, you can expend one use of Channel Divinity to present your holy symbol and invoke divine insight.
For 1 minute:
• You know if any creature within 30 feet is deliberately lying when speaking, unless they succeed a Wisdom save equal to your spellcasting modifier, if they succeed, you alone know they are lying.
• Illusions within the area flicker faintly to your sight.
• You gain advantage on Insight checks.
Level 3: Brand the Lie
When you hit a creature with a weapon attack, you can use Channel Divinity to mark them with divine truth.
For 1 minute:
• The target cannot benefit from invisibility.
• They have disadvantage on Deception checks.
• The next time they deal damage to a creature other than you, they take Radiant damage equal to your Wisdom modifier.
Encouraging enemies to target you over everyone else...
Level 7: Aura of Revelation
Your presence weakens deception and hidden influence.
You and allies within 10 feet of you gain:
• Advantage on saving throws against charm and illusion effects
• Advantage on Insight checks
Additionally, invisible creatures entering the aura must succeed on a Dexterity saving throw against your spell save DC or briefly shimmer, revealing their location until the start of their next turn.
At 18th level, this aura extends to 30 feet.
Level 15: Unclouded Mind
Your connection to divine truth protects your perception.
You gain the following benefits:
• You are immune to magical attempts to read your thoughts or determine if you are lying unless you allow it.
• You gain Blindsight up to 10 feet.
• When you fail an Insight, Investigation, or Perception check, you can reroll it once per short or long rest.
Additionally, you can cast [spells]Detect Evil and Good[/spells[]at will without expending a spell slot.
Level 20: Avatar of Truth
As a Bonus Action, you can embody perfect revelation for 1 minute.
You gain the following benefits:
• You gain Truesight out to 60 feet.
• Creatures of your choice within 30 feet cannot become invisible.
• When you hit a creature with a weapon attack, it emits bright radiant light and cannot benefit from illusion magic until the start of your next turn.
• Allies within your Aura gain advantage on attack rolls against creatures affected by illusions or invisibility.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Comments