Paladin
Base Class: Paladin

The Oath of Knowledge vows to fight against the darkness through the light of legends and lore lost to nature and time. These knights aim to combat the evils of the world by hunting down, protecting, and preserving rare pieces of insight that would otherwise be left behind or destroyed. To these warriors of all knowing gods, it is information and foresight that wins both battles and wars. Known as Scroll Knights, Scribe Swords, and Rune Chasers,  these knights have magic runes and historical scripts written into their armor and even onto their bodies. They do this to symbolize to others and to remind themselves that so long as they stand, no knowledge will be forgotten.

 

The Tenets of Knowledge

Though these tenets may find themselves commonplace in an arcane school, knights that follow these learn the value and power of the mind.

Keep Knowledge Alive. Through no action of yours should you allow knowledge or wisdom to be destroyed.

Never Stop Learning. Do not be content with knowing what you know today. Strive to become a smarter person than you are today.

There is Insight Everywhere. Not everyone can be a great wise man. Not every book will hold great wisdom. But great wisdom can come from anywhere.

Apply Findings. Take every opportunity to show the benefits of the knowledge gained.

 

Channel Divinity

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

Insightful Gaze: As an action, choose one creature that you can see within 30 feet of you. You may learn 2 of the following pieces of information about the target creature.

  • Any Immunities
  • Any Resistances
  • Any Vulnerabilities
  • Total Class Levels(If any)
  • HP in relation to yours
  • AC in relation to yours
  • Creature Type(Fiend, Fey, Elemental, etc.)

Read Thoughts: As an action, choose one creature that you can see within 30 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 30 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Knowledge Spells
Paladin Level Spells

3rd

comprehend languages, identify

5th

detect thoughts, see invisibility

9th

clairvoyance, tongues

13th

arcane eye, locate creature

17th

legend lore, scrying

Aura of Clarity

Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on Intelligence, Wisdom, and Charisma saving throws. At 18th level, the range of this aura increases to 30 feet.

Eyes of the Truthseer

Starting at 15th level, you gain the ability to cast the true seeing spell on yourself without expending any spell slots. When you use this ability, you cannot use it again until you finish a long rest.

Champion of the Sage

At 20th level, you tap into the divine essence of the infinitely wise and knowing gods. Your body becomes covered in runes, those around you have their minds opened from merely being in your presence, and your eyes see past the veil of time ever so faintly.

As an action, you undergo a transformation. For 1 minute, you gain the following benefits: 

  • You and allied creatures within 30 feet of you have their Intelligence, Wisdom, and Charisma scores increased by 4 for the duration, to a maximum of 24.
  • You cannot be surprised, and you have advantage on attack rolls, ability checks, and saving throws. In addition, hostile creatures have disadvantage on attack rolls against you.
  • You can cast spells whose cumulative spell levels add up to your Charisma modifier without expending any spell slots for the duration. For example, if you have a Charisma of 20, you could cast 5 1st-level spells, 1 2nd and 3rd-level spell, or 1 5th level spell without expending the spell slots for those spells.

Once you use this feature, you can't use it again until you finish a long rest.

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