Base Class: Paladin
The Oath of Discovery binds a paladin not to a god, ideal, or moral code—but to the pursuit of revelation. To swear this oath is to abandon certainty in favor of insight, to trust in the journey more than the destination. While most paladins pledge themselves to order, justice, or protection, those who swear the Oath of Discovery step boldly into the roiling mists of the unknown. They are cartographers of chaos, scholars of strange powers, and holy agents of curiosity itself.
This variant of the oath taps into the primal unpredictability of wild magic—a force not fully understood even by arcane masters. Rather than fearing this unstable power, Discovery Paladins embrace it as the ultimate expression of learning: for what better test of wisdom is there than the ability to adapt in the face of the unknowable?
Each paladin of Discovery is different—one might be an eccentric tinkerer mapping ley lines across the wilderness, another an armored philosopher recording the dreams of dragons. What binds them is not a shared doctrine, but a shared belief: that knowledge, especially hard-won or dangerous knowledge, is sacred.
And sometimes, that knowledge bites back.
Tenets of Discovery
The Oath of Discovery encourages intellectual bravery and metaphysical wanderlust. Its tenets serve as a compass rather than a leash.- Pursue the Unknown. Comfort is a trap. Only through risk can truth be uncovered.
- Share What You Learn. Secrets rot in the dark. Let light disinfect ignorance.
- Question Everything. Traditions are not infallible; even the gods may lie.
- Embrace the Strange. Chaos and magic are not obstacles—they are guides.
Wild Discovery Table (1d10):
| d10 | Effect |
|---|---|
| 1 | You cast fireball centered on yourself (3rd level). |
| 2 | You and one random creature within 30 feet swap places. |
| 3 | You turn invisible for 1 minute or until you attack/cast a spell. |
| 4 | Your voice booms with cosmic truth. Everyone in 30 ft makes a Wisdom save or is stunned until end of their next turn. |
| 5 | You regain one expended spell slot of 2nd level or lower. |
| 6 | Your weapon is infused with elemental chaos. It deals an extra 1d6 acid, cold, fire, lightning, or poison damage (your choice) for 1 minute. |
| 7 | Time fractures: You take another action immediately. |
| 8 | Gravity reverses for you for 1 round (float 10 feet up, then fall unless caught). |
| 9 | A spectral book appears, whispering forgotten lore. You learn a random spell from any class list (1d6 level, up to 5th), usable once. |
| 10 | A burst of radiant energy heals all allies within 30 ft for 2d8 + Cha modifier HP. |
Level 3: Oath of Discovery Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Discovery Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Identify, Chaos Bolt |
| 5 | Detect Thoughts, Mirror Image |
| 9 | Blink, Counterspell |
| 13 | Confusion, Arcane Eye |
| 17 | Legend Lore, Teleportation Circle |
Level 3: Chaotic Attack
As a Bonus Action, you can expend one use of your Channel Divinity to change the damage type of your damage die. You change the damage type you deal with your weapon, spell, or feature, until the start of your next turn. Until Level 7, this is chosen randomly due to a Dice Roll.
| d8 | Damage Type |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Poison |
| 7 | Psychic |
| 8 | Radiant |
Chaotic Revelation
As an action, you expend one use of your Channel Divinity to unleash a surge of magical energy. Roll on the Wild Discovery Table. You and each creature within 10 feet of you must succeed on a Wisdom saving throw (DC = your spell save DC) or be affected by the surge. You can choose to be affected or not.
Additionally, whenever you cast a spell, roll 1d20. If it is a 20, roll on the Wild Discovery Table.
As you increase in skill, you can decide which effect happens, +/- half your proficiency bonus (10+1=1).
Level 7: Aura of Metamagic
Starting at 7th level, you can amplify your spells and those of your allies. When a creature within 10 feet (including yourself) casts a spell, you can use your reaction to add a sorcerer’s metamagic effect to that spell. The effect must have a cost of one sorcery point. This aura can be drawn on a number of times equal to 1 + your Charisma modifier. All uses are replenished at the end of a long rest. When the last use is drawn from the aura, a Wild Magic surge occurs.
| MetaMagic effect | description |
|---|---|
|
Careful Spell |
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. |
|
Distant Spell |
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. |
|
Empowered Spell |
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. |
|
Extended Spell |
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. |
|
Subtle Spell |
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. |
|
Twinned Spell |
When you cast a spell (Cantrip, 1st, or 2nd Level) that targets only one creature and doesn't have a range of self, you can spend one sorcery point to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). |
Level 15: Inquisitive Mind
Beginning at 15th level, you are immune to the charmed condition, immediately receive a saving throw with advantage to when you see an illusion to see through it (without having to spend an action to assess it). In addition, your thoughts and perception cannot be altered by magic (such as modify memory).
Level 20: Avatar of the Unknown
As an action, you become a conduit of chaotic discovery for 1 minute:
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You can teleport up to 30 feet as a bonus action.
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When you cast a spell, smite, or use Channel Divinity, trigger a Wild Discovery surge.
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Once per turn when you roll a d20, you may treat a roll of 9 or lower as a 10.
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Posted May 13, 2025Bruh