Paladin
Base Class: Paladin

Tenets of Psionics

Though the exact words and strictures of the Oath of Psionics vary, paladins of this oath share these tenets.

Honesty. Don't lie or cheat. Let your word be your promise.

Courage. Never fear to act, though caution is wise.

Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath Spells

3rd-level Oath of Psionics feature

You gain oath spells at the paladin levels listed in the Oath of Psionics Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Psionics Spells
Paladin Level Spells
3rd jump, shield
5th detect thoughts, suggestion
9th call lightning, sending
13th divination, phantasmal killer
17th telepathic bondtelekinesis

Channel Divinity

3rd-level Oath of  Psionics feature

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. 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.

Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature 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 end its move in a space within 30 feet of you. 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 take the Dodge action.

Aura of Warding

7th-level Oath of Psionics feature

Beginning at 7th level, your psionics lies so strong that you forms an psionic ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

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

Scornful Rebuke

15th-level Oath of Psionics feature

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Psionic Avatar

20th-level Oath of Psionics feature

At 20th level, you become a Psionic Avatar, which gives you two benefits:

  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
  • Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.

If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes