Paladin
Base Class: Paladin

The Oath of Ignorance asks those who come across it not to despise their mistakes and experience-based shortcomings, but to embrace them as a moment of humility. Instead of Overpowering the opposition with your immense strength, you allow those who wish to help the chance to do so, and you make sure that if the time comes to intervene or ask for help, you take it in stride. You are commonly and incorrectly referred to as "Stupid", but the people who say words like that simply don't understand the beauty and simplicity of a lack of knowledge, after all, "Ignorance" and "Stupidity" are not mutually exclusive.

Oath Spells

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

Oath of Ignorance Spells

Channel Divinity

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

Dire Assitance. You can use your Channel Divinity to clear your mind long enough to ask your God for help, the help being useful is another story. As a bonus action, you roll a D100, and depending on what number it lands on in the table of effects, affects the results of what your God will do or say.

Thoughtless Gaze. You can use your Channel Divinity to make your mind almost impossibly clear and devoid of Negative or Positive thoughts. As a bonus action, you can force one Humanoid creature that makes direct eye contact with you to make a Charisma Saving throw, on a failure, the Humanoid will be Charmed by you for one turn.

 
Dire Assitance:

d100

Effect

01–02

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

03–04

For the next minute, you can see any invisible creature if you have a line of sight to it.

05–06

Your AC increase by +3 for 1 minute.

07–08

You cast fireball as a 3rd-level spell centered on yourself.

09–10

Your lowest stat becomes 20 for the next hour

11–12

Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

13–14

You cast confusion centered on yourself.

15–16

For the next minute, you regain 5 hit points at the start of each of your turns.

17–18

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

19–20

You cast grease centered on yourself.

21–22

Creatures have a disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

23–24

Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.

25–26

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27–28

You feel tingling all over your body. for 1 day your blood turns a strange color (e.g. Blue) and it is corrosive to others. Your constitution increases by 2 for the duration. And your max health increases by your level for the duration.

29–30

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

31–32

You are told of a random factoid about the plane your currently inhabiting.

33–34

Maximize the damage of the next damaging spell you cast within the next minute.

35–36

Your fingernails seem extremely tasty all of a sudden, you can eat them as if they were the fruit of a goodberry spell

37–38

1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

39–40

You regain 2d10 hit points.

41–42

You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

43–44

For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

45–46

You leap 30 feet in the air.

47–48

You are told a random factoid about a plane you are not inhabiting

49–50

You can’t speak for the next minute. Whenever you try, ones and zeros float out of your mouth.

51–52

your voice become two octaves deeper for 1 day. You gain advantage on Intimidation checks

53–54

You are immune to being intoxicated by alcohol for the next 5d6 days.

55–56

Your hair falls out but grows back within 24 hours.

57–58

For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

59–60

You regain your lowest-level expended spell slot.

61–62

For the next minute, you must shout when you speak.

63–64

You cast fog cloud centered on yourself.

65–66

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

67–68

You are frightened by the nearest creature until the end of your next turn.

69–70

You get launched 20 ft in the opposite direction of the direction you face.

71–72

You gain resistance to all damage for the next minute.

73–74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75–76

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

77–78

You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.

79–80

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

81–82

You can take one additional action immediately.

83–84

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

85–86

Vegetation sprouts in a 10ft radius circle around you, very quickly. This becomes difficult terrain.

87–88

You cast fly on a random creature within 60 feet of you.

89–90

You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

91–92

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93–94

Your size increases by one size category for the next minute.

95–96

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

97–98

You are surrounded by faint, ethereal music for the next minute.

99–00

You are given a condescending remark from the god you serve.

Aura of Bliss

Starting at 7th level, You find a way to impart the beauty of Ignorance to your colleges. You and friendly creatures within 10 feet of you become blissfully ignorant to outside negative forces, you roll a D6, and anyone in the aura can add the number you roll to any saving throw they make while in the range of the aura.

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

Saving Face

Starting at 15th level, you become a master at acting ok under pressure, professional, and good at what you do. You can expend a Spell Slot to either, Gain Advantage on one skill check or your choice for 5 minutes, or reduce the damage from an attack (1D8) on yourself or an ally up to 10 feet away from you.

Learning Lout

At 20th level, you finally begin to learn one thing, the more powerful your allies are, the better shot you all have at surviving the unforgiving world around you all. You gain the following benefits.

  • You can force any 1 hostile creature in your range of sight to take Disadvantage on any roll 3 times.
  • You can give yourself and up to 3 allies resistance to Bludgeoning, Piercing, Slashing, and Physic Damage.
  • You can see the Resistances, Immunities, and Vulnerabilities of any 3 hostile Creatures.

Once you use this feature, you can't use it again until you finish a long rest and willingly take Disadvantage on a random roll.

Previous Versions

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2/10/2022 7:49:48 PM
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