Paladin
Base Class: Paladin

The Oath of Ignorance binds a paladin to the ideals of true ignorance. Sometimes called stuck-up, annoying, or unwanted, these paladins meet every challenge, real or imagined, head on without holding anything back. They refuse to let logic, reality or even game balance hold them back. Many who swear this oath are devoted to gods of Justice or Honor but often instead earn the ire and disappointment of their chosen god. They hold their tenets more sacred than their own lives, however they change them at will to suite their interests; the tenets typically revolve around doing the right thing and stuff.

Channel Divinity

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

Turnt Up the Turn Up. As an action you can unleash your ignorance and turn a slow session into a TPK. For 1 minute you have resistance to all damage and all non-friendly creatures that can see you turn hostile and attempt to kill you and your party.

Witness to the Thiccness. - As an bonus action you channel your ignorance into your blade. The next melee weapon attack you hit with before the start of your next turn deals maximum damage.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Ignorance

Starting at 7th level, you and friendly creatures within 10 feet of you get a bonus to their Armor Class, Attack Rolls, and Damage Rolls equal to your Charisma modifier.

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

Divine Hate Crime

Beginning at 15th level, ignorance breeds hate and you can channel your racism into actual mechanical benefits. After you complete a long rest, you must choose a Humanoid race. Until you complete a long race they function as a Favored Enemy and whenever you make an attack roll against them you have advantage and can't gain disadvantage for any reason. Whenever you hit with an attack you can use your Divine Smite without expending the spell sot used. Finally, whenever the targeted race is within sight you make all attack rolls against other creatures at disadvantage and cannot gain advantage for any reason.

Ignorance Overwhelming.

At 20th level, your ignorance has transcended into something frightening and no creature can match you. Whenever you would apply your Charisma modifier, you instead use your Charisma score. Whenever you fail a saving throw you can reroll it until you succeed, and whenever you succeed on your third Death Saving Throw you immediately cast mass heal without expending a spell slot. Finally, you can cast true strike as part of the Attack Action.

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