Base Class: Paladin
The Oath of Enlightenment is a holy mission to seek truth and light within mystery and darkness. These seekers of lost arcane and religious knowledge delve into forgotten tombs and places of magical secrets, seeking answers or to destroy dark secrets deemed too dangerous to exist. Often called inquisitors or spellbreakers, these paladins swear an Oath of Enlightenment to safeguard the world from future evils that have yet to arise. Sometimes being too zealous, they fall to their their own temptations, becoming witch or mage hunters, burning away all that stand as a threat against them.
TENETS OF ENLIGHTENMENT
The tenets of the Oath of Enlightenment hold a paladin to a mission to pursue knowledge.
Learn. Through learning we enlighten ourselves and those around us.
Record. The one with more secrets has the tactical advantage, but gather intelligence carefully.
Protect. Knowledge can be dangerous in the wrong hands, stop those who misuse its power.
Destroy. Some dark secrets are far too dangerous to exist. Burn them away to ensure they aren't used for evil.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Knowledge of the Ages. As an action, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
Divine Counter. As a reaction you can thwart evil magic and smite the wicked. If a creature is casting a spell, you can make an ability check using your Charisma modifier. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect, and takes radiant damage of a number of d6's equal to half your paladin level rounded down.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Enlightenment 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 |
Seeker of Truth
Starting at 7th level, you gain supernatural awareness of your surroundings and can sense oncoming danger, gaining advantage on your initiative rolls while you are conscious.
You also have your senses guided by higher powers, gaining a bonus to Intelligence (Investigation) and Wisdom (Perception) checks equal to your Charisma modifier.
Holy Ward
At 15th level, the strength of your oath's power emanates a protective ward around you. The paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Hall of Judgement
At 20th level, as an action you enter an enlightened state. You have the ability to heighten your reflexes, see into the immediate future, and move at supernatural speeds. For 1 hour, you gain the following features:
- You have advantage on all attack rolls.
- Other creatures have disadvantage on all attack rolls against you.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Your movement speed increases by 30 ft.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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7/22/2019 6:57:51 PM
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Coming Soon
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