Base Class: Paladin
TENETS OF THE TRUTH SEEKER
The tenets of the Oath of the Truth Seeker are a guide for those who are lost. They encourage exploration and diligence in those looking for the truth.
Discovery. Your life is dedicated to looking for explanations and seeking new knowledge. If there is a question, you must find an answer. There is no such thing as the unknown.
Veracity. Stay clear of corruption in whatever forms it may take and root it out wherever it may seed. Your search for the truth must not be blinded by doubt or opinion.
Reputation. Be mindful of the way others see you, understand the repercussions of your actions and of those around you. Become one known to be trustworthy, one who is approached by those in need.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Truth Seeker Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Truth Seeker Spells
| PALADIN LEVEL | SPELLS |
|---|---|
| 3rd | hunters mark, identify |
| 5th | branding smite, detect thoughts |
| 9th | clairvoyance, speak with dead |
| 13th | faithful hound, locate creature |
| 17th | legend lore, scrying |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Reach of the Righteous. You can use your Channel Divinity to strike powerfully at foes with range. As an action, you choose one ranged or thrown weapon in your possession and imbue it with divine energy. For the next minute, this weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. You can also use this weapon as a vessel for your divine smites at range. If the chosen weapon is thrown it will return to your hand after each attack.
No Stone Unturned. You can use your Channel Divinity to enhance both yourself and your allies ability to scrutinise and inspect. As an action, choose any number of creatures within 30 feet of you. For the next 10 minutes you and each creature of your choice has advantage on Investigation checks.
Additional Proficienies
By 3rd Level, you have honed your senses to discover new information. You gain proficiency in the Investigation skill.
Aura of Unveiling
Starting at 7th level, your presence draws hidden truths out the environment around you. Each creature of your choice within 10 feet of you may add your Charisma bonus to their Perception and Investigation checks.
You become aware of any invisible creature or object within in this range, the creature or object appears to you as a faint outline. The aura extends 10 feet from you in every direction, but not through total cover.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Inescapable
At 15th level. Foes have trouble escaping your judgement. As a reaction, when a hostile creature leaves your melee or short ranged attack range, you can magically relocate yourself to any unoccupied space within 20 feet of their new location at the end of the creature's turn, providing that the new location has line of sight of the creature. If you cannot see the new location, you must have seen it prior in order to use this feature. You can use this feature a number of times equal to your charisma modifier (minimum or once), you regain all uses of this feature after a short or long rest.
Truth Seer
At 20th level, you may temporarily become a stalwart beacon of truth. As an action, you magically bestow yourself with the some of the powers of a celestial for 1 minute:
- You gain true sight out to a range of 30 feet.
- You gain a bonus to both attack and damage rolls equal to your Charisma modifier (minimum of +1).
- Choose either yourself or one creature within 30 feet of you to regain 10 hit points at the start of each of your turns.
- No creature within 30 feet of you may speak a lie.
Once you use this feature, you can’t use it again until you finish a long rest.
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