Paladin
Base Class: Paladin

Upon taking this oath you become a protector and reveler of the truth, exposing the worlds hidden darkness's that corrupt and undermine entire civilizations. You work tirelessly to snuff the flame of deceit and enlighten the minds of the tricked and fooled bringing justice in whatever means you see fit.

Tenets of Truth

Honesty. Don't lie or cheat. If you speak let what you say be the truth and a promise be your code.

Fairness. Be fair in your justice, do not cruelly punish those who don't deserve such pain, yet don't let those who are despicable and corrupt escape their coming justice

Understanding. Not all lies are made to corrupt and hurt and are sometimes a necessity, reveal the lies you must but understand at times the need for silence

Duty. Be responsible for your own actions and their consequences, don't let the worlds corruptions overcome you and instead be the voice that shatters the illusion of lies. 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Disprover of Lies. You can use your channel divinity to enhance your ability to read another person with divine wisdom. As a bonus action, you can grant yourself a +5 to Wisdom (insight) checks for the next ten minutes

Truth through Silence. As an action, you present your holy symbol and speak a prayer to censure the voice of the corrupt. Choose a creature that you can see within 30 feet of you to make a wisdom saving throw. On a failed save they are silenced for one minute. A silenced creature can repeat this saving throw at the end of each of it's turns.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Revealing

Starting at 7th level, you create an aura within 10 feet of you that dispels the lies and illusion. Whilst within this aura creatures have disadvantage of Charisma (deception) checks and any illusion is revealed to be false to you 

This aura increase to 30 feet at 18th level.

Divine Analyst

Beginning at 15th level, as an bonus action on your turn you may make a wisdom (insight) check against a creatures passive deception (10+their deception skill modifier) on a roll that is equal too or higher than their passive deception you can choose two pieces of information to learn from them,

  • An ability score
  • Saving throw proficiency 
  • Skill proficiency 
  • A resistance or vulnerability
  • If the creature has an immunity to a damage
  • If a creature knows two spell of your level of choice (example you ask if it knows any 3rd level spells, the DM can answer with two spells of his/her choice)

as well as gaining advantage on Wisdom (insight) checks to tell whether a creature is lying.

Champion of Justice

At 20th level, as an action, you create an aura that dispels and destroys the corrupt and wicked of the world within 30 feet of you, this aura last for one minute

Whenever an enemy creature starts its turn or enters the aura the creature takes 3d10 psychic damage and any illusion they have is immediately dispelled

In addition, for the duration, you and your allies within this aura have advantage on all wisdom saving throws

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

Previous Versions

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