Paladin
Base Class: Paladin

You are on a journey of Enlightenment, trying to gain knowledge as well as grow closer to the veil that separates the realm of Mortals and the Realm of the Gods. Throughout this, you will seek knowledge from all sources, big or small, books or people.

Channel Divinity

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

Aura of Incandescence. As an action, you can wrap yourself in Holy Light, emitting an aura of warmth and sanctuary. You and all Allies within 30 Feet are granted 5 + Proficiency Bonus + Charisma Modifier + Paladin Level temporary HP and are healed for 3 + Proficiency Bonus + Paladin Level HP every turn for 5 turns.

Knowledge Drinker. As an action you can target up to 4 enemies that you can see and attack there minds, inflicting a debuff called Brain Fog, which lasts for 10 turns or if you release the effect. Enemies with Brain fog have disadvantage on all Intelligence and Wisdom Checks, have their Intelligence and Wisdom lowered by 3, and Spell attacks against them have Advantage and deal an additional 2d6 Psychic Damage. You may use a bonus action to switch the targets, but you may not choose the same targets..

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Enlightenment Spells

Prempetive Dodge

Starting at 3rd Level, if an enemy would hit you with a melee weapon attack, you may use a reaction to automatically dodge the attack. After the first use of this, every subsequent use will give you a stacking debuff called “Fatigue,” which will require you to make a dexterity save (DC10), with each subsequent dodge increasing the DC by 1. Fatigue lasts until a Long Rest.

Foresight

Starting at 7th Level, once per Long Rest, you may use an action to choose a type of roll (Hit roll, Persuasion check, etc.) to gain a +2 bonus until a Long Rest.

At level 15 you gain a +4 Bonus instead of a +2 Bonus and you gain an additional charge of this ability.

Embrace Divinity, True Enlightenmen

Starting at 20th Level, embrace your underlying Divinity, enveloping yourself in Holy Light. Gain 100 Temporary Hit Points, increase your AC by 3, deal an additional 2d8 radiant damage, and heal yourself and allies within 30 meters for 15 HP a turn. This effect lasts until you have no more temporary hit points. When this effect ends, become dazed for 2 turns. This can only be used once per long rest.

Providence

Starting at 15th level, by using an action, you bathe yourself in the Holy Light of your God, increasing your AC by 3 and healing for 7 HP a turn for 6 turns. After 6 turns, make a constitution save (DC15), to determine if you become Punished or Forgiven. Succeeding the save makes you forgiven and failing the save makes you punished. If you are Punished, take 3d6 Radiant damage. If you are Forgiven, heal all of your HP and gain 2 Level 1 spell slots, 2 Level 2 spell slots, and 1 Level 3 spell slot until long rest. You may use this feature twice per long rest, and only once per combat.

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