Paladin
Base Class: Paladin

The Oath of Innovation is a solemn vow to never settle for what already exists. They are future pioneers and strive for the thrill of creation and discovery. Paladins under this oath are sworn to keep the flame of discovery ablaze and to abolish all ideas of stagnation. They are the future's first lines of defense and will not stop because they know that change doesn't wait for anyone. The warriors who swear under this oath may be battle-hardened gladiators who wish to see a brighter future for all or those who have never stepped foot on a battlefield and remain in a lab, as long as they swear to push to innovate and strive to change they are warriors of innovation.

Channel Divinity

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

Weapon of Discovery. As an action, you can transform one weapon that you are holding with one with the insight to see within, using your Channel Divinity. For 1 minute, whenever you strike at a target with this weapon you can peer into your target's weaknesses and strengths. You pick one stat and you know the modifier they have with it, along with one damage type and learn how it reacts to that damage type. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

The Flow of Change. As an action, you present your holy symbol and speak a prayer censuring those who oppose change, using your Channel Divinity. Until the start of your next turn, you can swap disadvantage for advantage or advantage for disadvantage.

Spellcasting Modifier Change

Upon swearing this oath you now use intelligence as your spellcasting modifier instead of charisma.

Aura of Innovation

Starting at 7th level, you and and everyone within 10 feet of you are subject to the randomness of change. Whenever someone would be inflicted with a negative effect, they gain a random positive one instead, and whenever someone would be inflicted with a positive effect they gain a negative one instead. You can choose if this targets ally’s or not, but cannot change it for enemies. (This doesn’t include grappled, prone, incapacitated, or unconscious)

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

The More Things Change

The more things change around us the more they stay the same, and that is exemplified by your very form. Starting at 15th level, nothing about you can be altered in any way unless you allow it to.

Field Work

At 20th level, as an action, you can start to do some field work to decide how something works and make things work the way you want.

Whenever you know something about a creature you can activate this feature. You can change it to something else such as changing an immunity to fire damage to a vulnerability. You must make a contested Investigation check with the target. You may only change resistance, damage type, immunities, what modifier a creature uses for attacking and spellcasting, and movement types (I.E. switching a flying speed to a swimming speed.) This lasts until the end of your next turn.

In addition, you may use a spell slot and gain a bonus to your roll equal to 2 x the spell level.

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

Comments

Posts Quoted:
Reply
Clear All Quotes