Paladin
Base Class: Paladin

Tenets of Knowledge

Information and knowledge are ever important. Paladins of this oath share these tenets.

Learn. The accumulation of knowledge is both a means to solve most problems and an end in itself. Always be receptive to new knowledge and seem out all opportunities to learn.

 Preserve. Society only advances by building upon what it already knows. All knowledge is valuable and should be recorded and stored for future reference and study.

Defend. There are forces in the world which thrive on misinformation, secrecy, and seek to destroy the stores of knowledge accumulated both physically and mentally. Such forces are the antithesis to what you stand for and must be destroyed where possible. 

Teach. The value of knowledge is proportional to the number that know it. By spreading what you know you empower others and give them the ability to do the same. 

Channel Divinity

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

Knowledge of the Ages. As an action, you choose one skill, or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Know Arcana. You cast a sorcerer or paladin spell you do not have prepared, once using a spell slot. The spell must be of a level you can cast and it counts as a paladin spell for that casting. 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Divine Knowledge

By 3rd level, your studies allow you to guide others with skills they are about to perform. You can cast the Guidance cantrip, it counts as a paladin spell for you.

Divine Knowledge

Gain access to the Guidance cantrip.

Aura of Skill

Starting at 7th level, you may choose a skill, tool, or language. You and your allies within 10 feet of you are proficient with it as long as you are conscious. You can choose a different proficiency each time you take a short or long rest and doing so requires 1 minute in prayer as part of that rest. 

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

Spirit of Knowledge

Beginning at 15th level, you are always under the effects of a protection from evil and good spell from a creature of your choice.  In order to choose an additional creature type for this feature, you must spend a total of 24 hours studying comprehensive and authoritative texts or similar sources of knowledge on that creature type. If you would choose a humanoid you must instead choose a specific race of humanoids. This additional creature type may be changed with a further 24 hours of equivalent study of the new creature type.

Arcane Mantle

At 20th level, as an action, you can don a cloud of glowing mist, becoming an avatar of martial and magical might in concert. As part of this action you cast true seeing targeting yourself without expending a spell slot. You gain the following benefits for 1 minute.

Whenever you use your action to cast a spell, you can make one weapon attack as a bonus action

While concentrating on a spell, you have advantage on Intelligence, Wisdom, and Charisma saving throws from spells 

Creatures of the types researched with your Spirit of Knowledge ability have disadvantage on saving throws against your Paladin spells.

 

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

Comments

Posts Quoted:
Reply
Clear All Quotes