Paladin
Base Class: Paladin

Gods and Goddesses of mind, knowledge, and magic don't employ many Paladins as other religions might know them. These holy warriors may be armored warriors who do battle in the name of their deity, for certain, yet often they are humble seekers of truth moreso than overt soldiers of their deity's will. The Oath of Curiosity paladins are sworn to seek out truth wherever it may hide, to illuminate the darkness of ignorance, and to investigate the deceptions of the world around them. These paladins are always either questing for truth or reading some new tome in a library somewhere to discern knowledge they may not yet know. Their deities often imbue them with extraordinary psionic powers which help these seekers attain new knowledge and insight, and keep them keenly aware of their world around them.

Tenets of the Oath of Curiosity-
Seek Truth. You swear to seek the truth of any situation and discern true facts regarding what you examine or research.

Punish Deception. You swear to punish those who seek to hide the truth from yourself or your deity in the issues you seek to prevail upon for truth.

Understand All Things you Uncover. New information is not simply to be memorized for later regurgitation, nor is your divine power granted so that you may merely be a messenger of truths you discern. A sharp mind processes knowledge and applies it wisely and bravely.

Channel Divinity
3rd-level Oath of Curiosity feature

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

Eyes of the Inquisitive. Your deity's power improves your senses and the sharpness of your mind. As an action with your holy symbol in your hand, you gain a +2 bonus to your Passive Insight and Passive Investigation scores, you cannot be surprised, and the visual range of any visual senses or visual sensory powers you possess doubles (for instance, if a spell grants Darkvision 60 feet, this option improves it to Darkvision 120 feet). These benefits last for a number of hours equal to your Charisma modifier.

Insightful Defense. You are given insight into an attack at a moment's notice, helping you prepare to deflect it ably. When you or a creature within 5 feet of you becomes the target of an attack roll, you may use a reaction to cause that attack to be rolled with disadvantage.

Psionic Power

3rd-level Oath of Curiosity feature

At 3rd level when you choose this Oath, your deity awakens your mind to powerful new mental capabilities. You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.

Psionic Moment of Insight. As an action, choose a Divination or Enchantment spell from the Cleric or Wizard spell list that you possess spell levels to cast and roll a Psionic Energy die. You are treated as if you have that spell prepared for a number of minutes equal to the number rolled on the die. You may use this power once before you must finish a short or long rest or expend a Psionic Energy die to use it again.

Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Charisma modifier. Due to the precise mental focus required, this power does not augment other features that improve the damage of your attacks, such as Divine Smite, Rage, or Sneak Attack, but it does augment attacks that are improved with magic spells such as the Searing Smite spell.

Zeitgeist. As an action, choose a skill from Arcana, History, Nature, or Religion, and roll a Psionic Energy die. You are treated as if you are proficient in that skill if you are not already proficient for the next ability check you make with the chosen skill for the next 1 minute, and you add the number rolled on the Psionic Energy die as a bonus on that roll. You may use this power once before you must finish a short or long rest, or expend a Psionic Energy die to use it again.

Aura of Clarity

7th-level and 18th-level Oath of Curiosity feature

At 7th level, you begin to emit an aura which boosts the mental clarity of those around you. You emanate an aura of insight and other creatures of your choice within 10 feet of you gain a +2 bonus to their Passive Insight and Passive Perception scores and cannot be surprised. When you and your aura come within 10 feet of a hidden door or secret opening, you become immediately aware of it, even if it is obscured by magical means. Additionally, within the radius of this effect, you may expend a Psionic Energy die as an action, and each creature that enters the aura for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

At 18th level, the range of this aura and the range at which you detect hidden doors and secret openings improves to 30 feet.

Inquisitive

15th-level Oath of Curiosity feature

At 15th level, you have gleaned knowledge from so many places and sought out so many mysteries that your deity entrusts you with significant powers to assist you in the quest for truth. You gain the following powers.

Insightful Motion. You cast the Freedom of Movement spell on yourself without somatic and material components and without expending a spell slot. You may cast this spell this way once before you must finish a short or long rest or expend a Psionic Energy die to cast it this way again.

Psionic Locate Creature. You cast the Locate Creature spell without somatic and material components and without expending a spell slot. When you cast Locate Creature this way, a body of running water 10 feet wide does not prohibit you from detecting the creature. You may cast this spell this way once before you must finish a short or long rest or expend a Psionic Energy die to cast it this way again.

Remote Viewing. You cast the Arcane Eye spell without somatic and material components and without expending a spell slot. When you cast the Arcane Eye spell this way, it has all visual senses you possess to whatever range you possess them. For example, if you have Darkvision 60 feet when you cast this spell this way, you see through the eye as if it also possessed Darkvision 60 feet. You may cast this spell this way once before you must finish a short or long rest or expend a Psionic Energy die to cast it this way again.

Superior Sleuth

20th-level Oath of Curiosity feature

At 20th level in this class, you are seen as an indispensable investigator to your deity and their quest for knowledge. They may even ask you questions they are not immediately aware of the answers to on a frequent basis. You gain the following powers.

Psionic Divine Telepathy. You can cast the Commune spell without verbal, somatic and material components and without expending a spell slot. You ask your questions verbally out loud and receive the answers telepathically when you cast this spell this way. Additionally, you may cast this spell this way two times in the same day before your DM makes the roll in secret to determine if there is no answer. You may cast this spell this way once before you must finish a short or long rest or expend a Psionic Energy die to cast it this way again.

Psionic Ethereal Telepathy. You can cast the Contact Other Plane spell without expending a spell slot. You ask your questions verbally out loud and receive the answers telepathically when you cast this spell this way. You may cast this spell this way once before you must finish a short or long rest or expend a Psionic Energy die to cast it this way again.

Psionic Legend Lore. You can cast the Legend Lore spell without somatic and material components, and without expending a spell slot. You may cast this spell this way once before you must finish a short or long rest or expend a Psionic Energy die to cast it this way again.

Additionally, you can gain magical knowledge and insights from your deity as you may need. As an action, you may choose a cantrip from any class' spell list or a 1st-level Divination or Enchantment spell from any class' spell list and you are treated as if you know that cantrip or you are treated as always having the chosen spell prepared, and it does not count against the total number of spells you prepare each day. You gain the chosen benefit until you finish a long rest. You may use this feature a number of times equal to your Charisma modifier before you must finish a long rest to use it again.

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