Base Class: Paladin
Most paladins are drawn to a life of faith, finding the rituals and predefined belief systems to suit their dogmatic natures quite well. However, there are a rare few who instead dedicate themselves towards seeking truth in one way or another. These paladins are the most knowledgeable, and most canny of all their ilk. They are known as magisters, paladins who seek to enlighten and illuminate. To a magister, nothing is worse than a mind clouded by ignorance, nor is there a greater evil than the misguided efforts of the ill informed.
These curious and well read paladins often find the company of wizards and scholars preferable to that of clerics and the priesthood, for truth is a kind of fanaticism in and of itself, and magisters will fight to the bitter end for the sake of their ideas
TENETS OF The Magister
The oath of the Magister is an oath of knowledge and reason. It binds its oath sworn to a lifelong mission to battle the falsehoods of the world. To emotion driven, impassioned beings, these tenets are stifling; yet to those who feel true kinship with this oath, the tenets are as natural as breathing.
Logic and Reason. Your mind is your most valuable tool. Use it with care, and ensure that it possesses the information necessary to bring its might to bear.
Teach The Willing. The masses desire truth and enlightenment. Bring forth knowledge and wisdom wherever you go, and beat back the fog of ignorance and lies.
Destroy the False. Nothing is as deadly a poison as a falsehood. Never let the insidious sowers of discord and manipulators of the ignorant go unpunished. Show them that their lies cannot protect them from the iron hand of reason.
Cut Through The Fog. Bring the illumination of truth to a world blanketed by a fog of ignorance. Leave no stone unturned, and learn all that you can. To do so is to be armed against your foes, and shielded from their illusions..
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Light Of Knowledge. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can flood an enemy's mind with psychic energy that you can see within 10 feet. The creature must succeed on an INT saving throw or be charmed. This effect lasts for a number of rounds equal to your intelligence modifier.
Turn the Liars. You can use your Channel Divinity to expose weak minds to painful truths. As an action, you present your holy symbol, and each creature within 30 ft. of you that can hear you and has less than 13 INT must make a WIS saving throw. On failure, 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 move to a space within 30 feet of you. It also can’t take reactions. 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 use the Dodge action.
If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Magister 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 |
Greater Understanding
Beginning at 7th level, you gain an instinctual understanding of the world's dangers. You can use a reaction to gain resistance to all damage of the type currently being used against you for a number of rounds equal to your intelligence modifier.
At 18th level, the resistance become immunity.
Arcane Adept
Starting at 15th level, you learn the spells mage hand, prestidigitation, dancing lights, magic missile, and shield. Also learn to cancel the effects of d10 enemy spells.
Voice Of Truth
At 20th level, your towering intellect and wealth of knowledge begin to affect your physical form. You can manifest an aura of pure knowledge, turning the minds of the ignorant to your cause, and granting your body the strength of your convictions.
Using your action, you exude logic and reason. For 1 minute, you gain the following benefits:
- At the start of each of your turns, you regain 10 hit points.
- Whenever you cast a spell, you can ignore all somatic, verbal, and material components.
- Enemy creatures within 10 feet of you must make WIS saves every turn to avoid being charmed.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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