Base Class: Paladin
Sacred Oath: Oath of the Prophets
The Oath of the Prophets binds a paladin to divine revelation and inexorable fate. These paladins are not architects of the future, but its heralds chosen vessels through whom the gods reveal truths yet to unfold. Burdened with visions of what must come, Prophets walk the narrow line between warning and judgment, acting only when the appointed moment arrives. A paladin who swears this oath accepts that knowledge of destiny is not a gift meant for comfort. To know the future is to serve it, not to command it.
Tenets of the Prophets
The tenets of the Oath of the Prophets reflect reverence for divine truth and submission to fate. Though phrasing may vary among faiths, the following principles are universal.
Share What Hath Been Given. Proclaim the visions granted to you, but only as commanded. Prophecy is sacred, not a tool for pride or manipulation.
Lead by Example. Let your actions embody divine virtue, that others may follow the righteous path without coercion.
Punish the Wicked. Those who knowingly defy divine truth or perpetuate willful corruption must face righteous judgment.
The Future Is Not Yours. You are a servant of prophecy, not its master. Never seek to bend fate for personal ambition or gain.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Transmit Prophecy
When a creature you can see makes an attack roll against you or another creature you can see within 30 feet of you, you can use your reaction to utter a prophetic warning.The triggering attack roll is made with disadvantage. In addition, the first time a friendly creature hits the attacker with an attack before the end of your next turn, that attack deals an extra 1d8 radiant damage. This damage increases to 2d8 when you reach 11th level in this class.
Righteous Indignation
As an action, you present your holy symbol and unleash divine judgment. Each creature of your choice in a 15-foot cone originating from you must make a Charisma saving throw.On a failed save, a creature takes 2d6 radiant damage and is frightened of you until the end of your next turn. On a successful save, the creature takes half as much damage and isn’t frightened.
The radiant damage increases to 3d6 at 9th level, 4d6 at 15th level, and 5d6 at 20th level.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion 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 |
Aura of Foresight
Starting at 7th level, prophetic insight radiates from you, warning allies of imminent danger.
You and friendly creatures within 10 feet of you gain a bonus to initiative rolls equal to half your proficiency bonus (rounded down).
In addition, while a creature is within this aura, it has advantage on Dexterity saving throws against effects with a visible source, such as traps with observable triggers or spells that originate from visible projectiles or visible points of effect. The DM determines whether a source is visible.
At 18th level, the range of this aura increases to 30 feet.
Sacred Seer
At 15th level, divine foresight sharpens your judgment, allowing you to discern truth and exploit inevitability.
Foretold Weakness
When you hit a creature with an attack, you briefly glimpse the threads of fate surrounding it. You learn whether the creature has immunity, resistance, or vulnerability to the damage dealt by that attack.
Until the end of your next turn, you and one friendly creature of your choice who can see or hear you ignore resistance to that damage type when damaging that creature.
You can use this feature once on each of your turns.
Moral Revelation
As an action, you can focus your divine senses on one creature you can see (other than constructs or mindless undead) within 60 feet of you. You learn the creature’s general moral alignment (lawful, neutral, or chaotic; and good, neutral, or evil) and gain a broad understanding of its primary motivation, as determined by the DM.
For 1 minute, you have advantage on Wisdom (Insight), Charisma (Persuasion), and Charisma (Intimidation) checks against the creature, and the creature has disadvantage on Charisma (Deception) checks made against you.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Enforcer of Prophecy
At 20th level, you can assume the mantle of divine inevitability. As an action, you become suffused with prophetic radiance for 1 minute. This transformation ends early if you are incapacitated or die.
For the duration, you gain the following benefits:
• Attack rolls against you have disadvantage.
• You have advantage on saving throws against being charmed or frightened.
• Once during the duration, when you hit a creature with an attack, that creature becomes vulnerable to radiant damage until the end of your next turn.
• Once during the duration, you can cast commune without expending a spell slot or material components. The question must concern a specific goal, event, or activity expected to occur within the next 7 days.
Once you use this feature, you can’t use it again until you finish a long rest.
Optional Feature: Prophetic Visions
When you swear this oath at 3rd level, your deity may grant you a cryptic vision of what is yet to come. With your DM’s approval, you can roll on or choose from the Prophetic Visions table. These visions have no inherent mechanical effect, but they may influence your backstory, quests, or divine guidance at the DM’s discretion.
Prophecy
- A shadowed betrayer among your closest allies will seek your downfall trust must be earned through trials.
- You shall topple a tyrant whose crown drips with innocent blood, claiming their throne in the name of justice.
- A cataclysmic storm will ravage the land unless you seal an ancient rift before the next eclipse.
- Your blade will fell a colossal beast whose roar shakes mountains, its heart fueling a new golden age.
- Forbidden knowledge from a lost epoch will be revealed to you, tempting corruption or granting unparalleled wisdom.
- A plague of undeath will rise in your wake; only by purging its source can you avert eternal night.
- You are destined to forge an alliance with a rival faction, birthing peace from the ashes of war.
- A celestial harbinger will descend, demanding your service in a war between gods—or face divine abandonment.
- Your lineage hides a dark secret: a demonic pact that must be broken, lest it claim your soul.
- Empires will crumble at your word, as you rally the faithful against an invading horde from the stars.
- A loved one lost to the shadows will return, but twisted redemption or destruction lies in your hands.
- You will unearth a relic of prophecy that rewrites the fates of kings, but at the cost of your own sight.
- Treacherous whispers from a fey court will lure you into a labyrinth of illusions and forgotten oaths.
- A dragon’s hoard conceals the key to averting a famine that starves half the realm.
- Your death is foretold in battle, yet resurrection awaits if you claim victory over the slayer.
- A child of destiny, marked by your hand, will rise to unite fractured realms under one banner.
- Arcane cataclysm looms from a wizard’s folly; your intervention prevents the unraveling of reality.
- You shall judge the wicked at a grand conclave, your verdicts echoing through history.
- An abyssal portal yawns in your hometown sealing it demands the sacrifice of a cherished ideal.
- Ascendancy awaits: you become a living legend, your name synonymous with the fulfillment of the divine plan.
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