Paladin
Base Class: Paladin

The Oath of Prescience is one undertaken because it was always meant to be. Fate and truth are not synonymous, but they lie at the center of things; paladins attuned to the honesty of the worlds and their various threats are best prepared for what will come.

Paladins who follow the Oath of Prescience are those that study and predict, those blessed with foresight, or those whose intuition has always guided them to truth beyond clarity. Often, these paladins are the only ones who are able, or willing, to see all what must be judged, juried, and executed. To be Prescient is to gather intelligence, both mundane and magical, and make sense of it with ones' own hands.

TENETS OF THE PRESCIENT

A paladin who assumes the Oath of the Prescient is someone dedicated to facing the wrongs, both malicious and accidental, and finding reason in all things. The powers of the world conspire to show you the most it can -- the world will never be simple, and you are as curious and suspicious as that complexity increasingly demands.

Truth. Paragons of guidance for all needy peoples, you are a servant of honesty and revelation.

Awareness. What is done and said deserves to be known. Be a pillar of resources and their purpose.

Endless Study. You are a scholar of all things and a mentee to all that will have you. There is no one and nothing you cannot learn from.

Level 3: Oath Spells

3rd level Oath of Prescience Feature

You gain oath spells at the paladin levels listed in the Oath of the Prescient Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Prescience Spells

Level 3: Of Weal and Woe

3rd level Oath of Prescience Feature

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Stroke of Fate. Glimpses of the future begin to press in on your awareness. As a reaction, you can replace any attack roll, saving throw, or ability check made by you or any creature or construct that you can sense within 30 feet of you with a 20 as if it were rolled on the die.

Strike of Fate. Glimpses of the future begin to press in on your awareness. As a reaction, you can replace any attack roll, saving throw, or ability check made by you or any creature or construct that you can sense within 30 feet of you with a 1 as if it were rolled on the die.

Guided Adroit

7th level Oath of Prescience Feature

You call on powers of truth and guidance to embolden the skills you will most need to hone for the specific journey ahead of you. When you finish a short or long rest, you may choose one skill in which you are not proficient and gain proficiency, and one skill in which you are already proficient and gain expertise. You lose these additional proficiency bonuses at the completion of your next long or short rest.

At 18th level, you may choose one additional skill in which you are not proficient and gain proficiency.

Veracity Unveiled

15th level Oath of Prescience Feature

As an action, you can choose one of the following benefits, which lasts until you are incapacitated, you choose to replace it with a different benefit, or you take a short or long rest.

Greater Comprehension. You can read any language.

Greater Knowingness. When using the spells Divination and Commune, there is no cumulative 25 percent chance for each casting after the first that you get no answer or a random answer.

Truesight. You can, out to 30ft, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, you can see into the Ethereal Plane within the same range.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Foreknown and Unbound

20th level Oath of Prescience Feature

As a bonus action, you gain the following benefits for 1 minute:

  • You and all allies within 30 feet of you have advantage on Wisdom and Death saving throws.
  • When you hit a creature or construct, you gain the knowledge of any Vulnerabilities, Damage Resistances, Damage Immunities, Condition Immunities, and Senses that creature or construct possesses.
  • You have advantage on any attack you make that would deal damage of a type that your target is vulnerable to. This includes damage done by spell or magical affects actively effecting you (for example, Divine Favor's radiant damage would invoke this benefit, but only if it has already been cast at the time of the triggering attack).

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Comments

Posts Quoted:
Reply
Clear All Quotes