Paladin
Base Class: Paladin

Tenets of Sanity
• Order. Never act on random or chaotic impulses. These are the cracks of madness.
• Vigilance. Never let your attention wander, lest you miss the signs of madness.
• Discipline. Never indulge in a lapse of behavior, your habits keep you safe from madness.
• Solemnity. Your work is terrible. Never take pleasure in it. That leads to the comfort of madness
• Sanity. No matter what, never give into madness.

Level Spells
3rd detect magic, protection from evil and good
5th nullify effectK, see invisibility
9th dispel magic, remove curse
13th banishment, dimension door
17th dispel evil and good, hold monster

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Turn the Aberrant. As an action, you can make any aberration or undead, provided that it’s within 30 feet and that can see or hear you, make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Deny the Supernatural. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your
Channel Divinity as a bonus action to attempt to strip the target of its powers. The target must make a Charisma saving throw or be unable to cast spells or use psionic abilities until the end of its next turn.

Active Mind

Beginning at 7th level, you can save against effects that allow you to save at the end of your turn at the start of your turn instead.
Starting at 18th level, you can use your reaction to extend this benefit to another creature you can see within 30 feet that starts their turn under an effect they can save against at the end of their turn.

Constant Vigilance

Starting at 15th level, you can no longer be surprised, and your passive perception remains the same even while unconscious so long as you have at least 1 hit point.
Additionally, when you roll for initiative, if the total result of your roll is less than your passive perception, you can replace the result with your passive perception value.

Clarity of Purpose

At 20th level, as an action, you can fully perceive the world around you for what it is, shattering the foul magics that bind and piercing the veils that hide, unrelenting and focused, gaining the following benefits for 1 minute:
• You can gain truesight with a range of 120 feet.
• You are immune to psychic damage.
• You have advantage on saving throws against magical or psionic effects.
• When you strike an enemy with a Divine Smite you canchoose to cast dispel magic on the target as a bonus action without expending a spell slot. If the level of the spell slot spent on Divine Smite was higher than 3rd level, you cast dispel magic at the level of spell slot spent.
Once you use this feature, you can’t use it again until you finish a long rest.

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