Paladin
Base Class: Paladin

The Oath of Discovery establishes itself as an oath of gaining knowledge, seeking to uncover truths. It is an order that dates back to the early days of recorded history. The paladins of this order have fought for the cause of uncovering what information lies in the shadows. They believe that every individual has a right to know the truth, and by knowing the truth individuals will gain freedom from oppression. To these paladins - lies, deceit, and secrets cannot be tolerated as they only serve to betray the common good.

TENETS OF DISCOVERY

The tenets of the Oath of Discovery are generally kept within a book held by the paladins at all times. These books are sometimes also used as journals for each paladin to chronicle their encounters so their truths may be told.

Be the Truth. Lies only work to keep others in darkness, this darkness only works to keep others afraid.

Be the Seeker. Always seek to learn more, as knowledge can be your greatest weapon in fighting your enemy.

Be the Teacher. Use your knowledge to help others, bring others to the light so they may know its power.

Be the Flame. With this power let the light shine unto those that hide in darkness, so they may know the value of truth, and horrors of the shade.

Channel Divinity

Know Thine Enemy. You can use your channel divinity to say a prayer as a bonus action, your words guiding your movements as you better understand an enemy. You may select one creature within 60 feet, if you do the next attack you make against the creature is at advantage and the creature is vulnerable to its bludgeoning, slashing, or piercing damage.

Uncover the Deceivers. As an action, you present your holy symbol and speak a prayer of condemnation, using your Channel Divinity. Each creature of your choosing that can see or hear you within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it begins glowing dim light for 10 feet and attacks against them have advantage until the end of your next turn, and cannot benefit from being invisible. Any creature who is invisible has disadvantage on their wisdom saving throw.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Discovery Spells

PALADIN LEVEL

SPELLS

3rd

guiding bolt, identify

5th

detect thoughts, zone of truth

9th

glyph of warding, speak with dead 

13th

arcane eye, wall of fire

17th

flame strike, scrying

Aura of Foresight

Beginning at 7th level, the aura which emanates from you assists in recognizing enemies decisions and anticipating them. You and friendly creatures within 10 feet of you have advantage on all saving throws.

At 18th level, the range of this aura increases to 30 feet.

Uncanny Perception

You gain the ability to peer into the enemies strengths and weaknesses based on their movements in combat. After one round of combat interacting with a creature within 60 feet of you, you may use your reaction to learn this creature's Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.

Sage of Time

At 20th level, you gain the ability to call upon the spirits of past warriors for their knowledge and peer through the shadows around you, as you gain a glowing third eye on your forehead. As an action, you gain the following benefits for one minute:

• You gain the benefits of true sight.

• You gain a bonus to melee weapon damage rolls equal to your Intelligence modifier (minimum of +1) .

• You gain an additional action, which can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Once you use this feature, you can’t use it again until you finish a long rest.

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