Base Class: Paladin
The Oath of the Knowledge paladins are uncommon paladins who serve gods of magic and knowledge. Their zeal grants them arcane spells and the tools to counter them. They may not be able to cast spells as powerful as wizards can, but they are adept at combining arcane and divine into an armored, spell-slinging, champion.
They typically see themselves as both protectors from the arcane and protectors of the arcane. They hunt undead and secure dangerous artifacts, while also ensuring ethical wizards have safe room to study or protecting the territory of magical creatures.
Tenets of Oath of the Knowledge
Though the Oath of the Arcane are largely independent and receive their calling individually, they share these qualities:
Preserve. Let knowledge of magic always be safeguarded, even corrupt magic, for those who forget history are doomed to repeat it.
Forbearance. Not all are ready to handle the terrifying power the arcane weave and it's mysteries. You must be able to contain the damage.
Expand the Mind. Expect the unexpected and prepare for every different challenges and magic's
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Spellbreaker Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and create a dispeling shockwave on the target. The target takes force damage equal to 1d8 + your paladin level and it must make a Constitution saving throw or have all spells active on the creature be dispelled.
Well of Versatility. You can use your channel divinity to tackle any task that your charge sets before you. As a bonus action, you may select any one skill or tool proficiency. For the next 10 minutes, you become proficient in that skill or tool and you use your Charisma in place of its usual ability modifier.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Knowledge Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Empowerment
7th and 18th-level Oath of the Knowledge feature
You constantly emanate a field that empowers spells, while you aren’t incapacitated. Whenever you or any creatures of your choice within 10 feet of you cast a spell that deals damage or restores hit points, the creature gains a bonus equal to your Charisma modifier (minimum on +1) to one damage or healing roll of the spell.
At 18th level, the range of this aura increases to 30 feet.
Spell Turning
15th level Oath of the Knowledge Feature
Whenever you or a allied creature within 60 feet of you is targeted by a spell, you can use your reaction to take control of the spell and target a new creature. The spellcaster must succeed on a Charisma saving throw against your spell save DC, or you can take control of the spell and choose a new target within range of the spell (including the spellcaster), using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Maelstrom of Magic
20-level Oath of the Knowledge feature
As an action, you unleash the arcane weave to create a vortex of wild magic. For one minute, you create a magical vortex that surrounds you in a 30 foot radius. It ends early if you are incapacitated or you can also dismiss it at any time (no action required).
A magical vortex opens up below your feet in 30-foot radius and moves with you. Any creature or object of your choice within 30 feet of you is pulled 10 feet toward you. When a creature enters the vortex for the first time on its turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 force damage and is pulled 10 feet toward you and have it's movement speed become 0 until the start of its next turn. On a successful save, the creature takes half damage, and isn't pulled or have it's movement speed reduced.
If a creature of your choice starts its turn in the vortex's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
Once you use this action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Previous Versions
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7/30/2021 8:42:35 PM
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Coming Soon
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