Base Class: Paladin
Tenets of Logic
Never Stop Learning. Strive to end every day with more knowledge than you started.
Share Logic. Promote logical analysis throughout the world.
Restore Order. The world is best when a just hierarchy maintains stability. Promote it at all cost.
Collect Knowledge. Carry a library of knowledge at all times - you never know what information you might need.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Insightful Gaze: As an action, choose one creature that you can see within 30 feet of you. You may learn 2 of the following pieces of information about the target creature.
- Any Immunities
- Any Resistances
- Any Vulnerabilities
- Total Class Levels(If any)
- HP in relation to yours
- AC in relation to yours
- Creature Type(Fiend, Fey, Elemental, etc.)
Read Thoughts: As an action, choose one creature that you can see within 30 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 30 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Divine Logic Spells
Paladin Level | Spells |
---|---|
3rd |
|
5th |
|
9th |
|
13th |
|
17th |
Aura of Devotion
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Purity of Spirit
Beginning at 15th level, you are always under the effects of a protection from evil and good spell.
Holy Nimbus
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can’t use it again until you finish a long rest.
Just what I need for my new character.