Paladin
Base Class: Paladin

By taking this vow, you have made an oath with yourself or a diety of choice to protect those in need by using your special skill set to seed out deep corruption and unsolvable mysteries that can hurt others.

Oath Spells

3rd-level Oath of Intrigue feature

You gain oath spells at the paladin levels listed in the Oath of Intrigue table. See the Sacred Oath class feature for how oath spells work.

Oath of Intrigue Spells
Paladin Level Spells
3rd alarm, detect magic
5th zone of truth, see invisibility
9th clairvoyance, nondetection
13th greater invisibility, resilient sphere
17th scrying, modify memory

Channel Divinity

3rd-level Oath of the Intrigue feature

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Watcher’s Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Wisdom modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

Truth Projection. You can use your channel divinity to draw from the power within and force a creature to make a Wisdom saving throw or have to answer 3 questions of your choice truthfully, no matter how vague.

Aura of the Sentinel

7th-level Oath of Intrigue feature

You emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.

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

Vigilant Rebuke

15th-level Oath of Intrigue feature

You’ve learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Wisdom modifier force damage to the creature that forced the saving throw.

Mortal Bulwark

20th-level Oath of Intrigue feature

You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:

  • You gain truesight with a range of 120 feet.
  • You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
  • When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours.

Once you use this bonus 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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12/11/2021 6:26:27 PM
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