Base Class: Paladin
Those who follow the path of knowledge and uphold their Oath of Inquiry often don’t find honor or glory. The riches they have, no matter how small or large, they spend, gamble, and give away. This Oath calls to those who would seek to understand the inner workings of the vast universe, of all its inhabitants, and of the forces that control and surround everything in the great universe. These paladins can often be quite proud and will often seek out devils, demons, angels, dragons, and even gods, who are more knowledgeable and powerful than themselves. They turn over tons of gold and silver, sacrifice people, and even barter with their own bodies and lives sometimes, in tribute to the being, so that they may receive even just a fraction of their knowledge and power, however, they do so with the utmost caution and the knowledge that they could die if their not careful. If they think that they’re in over their heads for even a moment, most will leave the situation immediately. Those who take this oath often pledge themselves to no gods, to no kingdom or empire, nor to any person. They do not swear vows, nor oaths beyond their own. The greatest act of friendship and loyalty that one of these Knights of Knowledge ever gives is their word, their undying promise that they will complete a task and no more.
Tenets of Inquiry
Though the tenets may vary from paladin to paladin, they are all similar to these. These paladins will either commit their tenets to memory or record them in a journal of some kind.
Knowledge, whatever the cost. Any information, no matter the price in gold, pain, or life is worth it. For magic and steel can kill a man, but never the stories he leaves behind.
Know your place, know your power. No matter how strong, how rich, or how intelligent you may be, you should never forget your place in the world, to do so would show ignorance and incompetence. But never underestimate your own power either, otherwise you might miss your chance to climb or trade places with another.
Trust the known, be cautious of the unknown. That which is known may be dangerous and may hurt, but it cannot kill you. However, that which is unknown is the most dangerous threat and can certainly kill you.
Your word is your bond. As a Knight of Knowledge, your allegiances are always wavering and your honor is always in question, thus by giving your word to someone, you pledge to them that you’ll follow through on their request. If you tarnish your word, you may truly tarnish the last little bit of honor that you may have left.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Studious Enhancement. As an action or bonus action, you may use your channel divinity to enhance the abilities of up to 3 creatures you can see within 40ft of you. The creatures of your choice may then add your Charisma modifier and your Intelligence modifier to their ability checks and saving throws for the next 5 minutes. If a creature under this effect moves beyond 40ft of you, the effect ends automatically on that creature.
Observant Mimicry. You may use your channel divinity to mimic the last used action of a target creature that you saw. As an action, you may perform the previous action as a target creature that you saw. You roll the same hit dice and damage dice that the target creature previously rolled. If the action requires that you have a specific body part that you do not have, your body temporarily polymorph's to perform the action.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Inquiry Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Comprehension
Starting at 7th level, you form and emanate an aura of knowledge and foresight around yourself. You, and any creatures you see fit, within 10 feet of you, may add your Charisma modifier(minimum of 1) to their Intelligence and Wisdom ability checks and saving throws.
At 18th level, the range of this aura increases to 30 feet.
Studies Behold
Starting at 15th level, your studies of the world and magic have taught you much. You gain 2 charges and may spend one of these charges, as a part of any action, to channel either fire, cold, acid, lightning, radiant, necrotic, thunder, or psychic magic for the next 5 minutes. Once you channel this magic, you gain resistance to the chosen magic type and you add 2d10 of the chosen magic type to all damage rolls made during the next 5 minutes. The charges reset after a long rest.
High Omniscient
At 20th level, as an action, you can gain full knowledge and understanding of the universe, of its inhabits, of its inner workings, and of yourself and your true limits. For the next minute, you gain the following benefits:
You gain truesight with a range of 200ft.
You can speak, read, and write every known language.
You gain proficiency with every type of tool and weapon.
You gain resistance to fire, lightning, poison, acid, radiant, necrotic, psychic, cold, thunder, slashing, piercing, and bludgeoning damage during the duration.
You may cast any 5th level spells or lower, whether you know it or not, without expending a spell slot.
You may use your channel divinities at any time you wish regardless of whether or not they've already been used.
The effect ends early if you die or if your incapacitated. Once you use this feature, you can’t use it again until you finish a long rest.
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