Base Class: Paladin
Paladins who swear the Oath of Enlightenment are spiritual anchors for their allies and seekers of the universe's absolute truths. Often called Ascendants, Gurus, or Wheel-Turners, these paladins view the world not as a battlefield to be conquered, but as a crucible where souls are refined.
They do not fight out of anger; they fight to liberate. By clearing the clouded minds of their friends, piercing through magical deceptions, and undoing worldly curses, they pave the way for others to reach a higher state of being. To an Ascendant, suffering is a universal burden, and their magic is uniquely capable of easing that pain, restoring broken minds, and even guiding a departed soul back into a new physical vessel to continue its karmic journey.
Tenets of the Enlightened:
Achieve Enlightenment. You must first clear your own mind before you can clear the world's. Continuously seek universal truths, master your own emotions, and detach yourself from petty earthly greed.
Guide Others to Enlightenment. True wisdom is a lantern meant to be shared. Protect the karmic cycle, lift the fog of ignorance from your allies, and help them realize their highest spiritual and physical potential.
Show Sympathy and Empathy. Recognize that suffering is a universal experience. Do not look down on those who are lost in the dark or chained by their earthly flaws; instead, extend a hand of compassion and understand their pain as if it were your own.
Level 3: Oath of Enlightenment Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Enlightenment Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Bless, Guiding Bolt |
| 5 | Calm Emotions, See Invisibility |
| 9 | Counterspell, Remove Curse |
| 13 | Freedom of Movement, Divination |
| 17 | Reincarnate, Greater Restoration |
Level 3: Detach Earthly Desire
As an action, you present your holy symbol and use a Channel Divinity charge, projecting a wave of profound cosmic detachment at one creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the creature's weapon disappears from its hand and returns at the end of its next turn.
Level 7: Aura of the Unburdened Spirit
Starting at 7th level, your calming presence helps your allies temporarily shed their physical and worldly limitations. You and friendly creatures within 10 feet of you ignore nonmagical difficult terrain, as your footsteps are guided by perfect cosmic balance. Additionally, the enlightened state helps your allies' minds override their bodies' flaws; whenever a friendly creature within the aura makes a saving throw to resist being Exhausted, Paralyzed, or Stunned, they can roll a d4 and add it to the result. At 18th level, the range of this aura increases to 30 feet.
Level 15: State of Nirvana
You have reached a profound state of cosmic awareness, transcending the limits of your mortal form. You no longer need to eat, drink, or breathe, and you age at a tenth of your normal rate. Additionally, your detachment from physical tethers grants you a flying (hover) speed equal to your walking speed, and you are permanently immune to psychic damage.
Level 20: Avatar of the Ascended
At 20th level, you can fully open your mind and soul to the universe, becoming a beacon of ultimate cosmic truth and boundless empathy. As an action, you undergo a profound transformation. For 1 minute, you radiate a tranquil, silvery light in a 30-foot radius, and you gain the following benefits:
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Burden of Empathy: You perfectly understand the pain of those around you and can shoulder it yourself. Whenever a friendly creature within 30 feet of you takes damage, you can choose to magically take that damage instead. If you do, the damage you take is halved, as your enlightened mind easily processes and disperses the physical trauma.
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Shared Enlightenment: You guide the minds of your allies to a state of absolute clarity. You and friendly creatures within 30 feet of you are immune to being Charmed, Frightened, Stunned, or Possessed, and have advantage on all Wisdom and Intelligence saving throws.
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Aura of Detachment: The sheer weight of your peaceful presence suppresses worldly violence. Whenever an enemy starts its turn within 30 feet of you, it must make a Charisma saving throw against your spell save DC. On a failure, the creature is overcome with a profound, pacifying calmness; until the start of its next turn, it cannot make more than one attack, and it cannot cast spells that deal damage.
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