Base Class: Paladin
The Oath of Recollection is a spiritual path of truth and divination. While they do not necessarily agree with the lawful ways of society, they seek out truth in the multiiverse and in the souls of its denizens. Many of those that are familiar with such holy knights call them sibyls or seers, and they venture the lands as judge, jury, and (occasionally) executioner, enforcing what is good in the world. Not that of law, but that of morality. And, in the eyes of many sibyls, not everyone deserves redemption.
While some paladins that swear this oath worship some god of augury or truth, there are still many who draw their powers of divination from unknown origins. It is pulled from the deepest depths of the Ethereal Plane, a swirling mist of consciousness that holds all the answers of the universe. Paladins of this oath use these answers, heightening their awareness and boosting their psyche.
TENETS OF RECOLLECTION
The tenets of the Oath of Recollection can vary in their extremes and some ideals, but all sibyls follow truth.
Eternal Truth. Deceit is the one true root of evil; those of forked tongues do the greatest misdeeds to the multiverse.
Universal Aid. Helping those in need is one of the universal truths.
Of Mist and Smoke. Everything was born of the ethereal mist, and to which it will all return. Death is to be respected, but it is as much a part of life as the grass we walk on and the air we breathe; it is all the same.
Rippling Waves. All actions have consequences, good and bad, and what is to be considered is if what seems good at the moment will truly have positive ripples, as well as if what seems evil truly is so.
Solace of Slumber. In their dreams are where someone is their truest self, and closest to the ethereal. That is where you can find the answers within yourself.
Innate Intuition
When you choose this oath at 3rd level, you gain proficiency in Wisdom (Insight) checks. If you already have proficiency in that skill, you gain expertise instead.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Awakening Haze. You can use your Channel Divinity to awaken a humanoid to the truth. As an action, you can touch a humanoid. If they are unwilling, they must make a Wisdom saving throw, with advantage if you or your party are in combat with them, and if the target fails the saving throw, or they are willing, they fall under the following effects for 1 minute, or until you end it as another action. Humanoids that cannot be charmed are immune to this effect.
- They are considered blinded and incapacitated.
- Any magical effects to the target's memories, such as from a modify memory spell, are permanently reversed.
- The target cannot speak a deliberate lie and can tell when they are being lied to.
If someone being affected by this ability takes any damage, the effects fade.
Mystic Offense. You can use your Channel Divinity to channel your mind into your attacks. As a bonus action, you can add psychic damage equal to your Wisdom modifier onto all your weapon attacks for 1 minute.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Recollection Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Clairvoyance
Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to psychic damage. Additionally, you can give a creature within the radius or yourself a brief glimpse of what's incoming, and as a reaction to them or you making a saving throw give advantage on the roll.
At 18th level, the range of this aura increases to 30 feet.
All-Seeing
Beginning at 15th level, you gain truesight out to a range of 60 feet, as well as blindsight to a range of 30 feet. You also are immune to magical effects that would alter your memory, such as from a modify memory spell.
Hunter of the Veil
At 20th level, as an action, you create a veil of dreamlike, opaline mist. In a 30 foot radius around the location you activate this ability, the area becomes heavily obscured for 1 minute, or until you end it as an action. With your blindsight, you are not inhibited by the mist. The also mist pokes at its inhabitants' minds, and any time a creature that isn't you starts its turn in it or tries to exit its radius, they must make a Wisdom saving throw. On a failure, they take 4d12 psychic damage and are stunned until the end of their next turn, stricken by the mist. On a success, they are unaffected and can leave the mist if they were attempting to.
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Nov 23, 2020lmk if you use it I'd love to hear about it all critique welcome :)