Paladin
Base Class: Paladin

The Oath of Knowledge propels a paladin into a life of secrecy and guarding. Bound to the history, arcane knowledge, and abstract information critical to their Kingdom's prosperity. Sworn to protect their kingdom's knowledge no matter the cost, these paladins find themselves under the constraint of no rule except preservation of knowledge and some have gone so far as to commit regicide once the king posed a threat to the nation's history, although such things does not come without consequence. Although, rebellion and regicide are not common amongst those sworn to this oath and is primarily seen with the more extreme of these paladins. Instead, these paladins are typically found guarding, studying, and memorizing the arcane and physical history of their Kingdom, although on occasion they are charted by the king to hunt down the nation's rogue mages or investigate arcane phenomena that pose a threat to the nation. 

Due to these responsibilities, takers of this Oath spend a great deal of time studying the arcane and have come to develop and effective means of fighting mages through a combination of divination, conjuration, and enchantment magics with some inspiration drawn from the other colleges here and there. As such, those who swear to this pact often bind themselves in service to arcane and knowledge gods of whichever alignment best fits their perspective on preserving and guarding knowledge. 

 

Tenets of Knowledge

The Tenets of Knowledge hold those who take the Oath of Knowledge to moral constraints centered around the protection of the Knowledge they are sworn to preserve. 

Preservation of Knowledge The preservation of Knowledge is the core of your creed, above all other things you should ensure the preservation and survival of the history, arcane knowledge, and any abstract information you've memorized by passing it on to another generation. 

Keeper's of History Those who take this Oath have sworn to carry and preserve the history of all things. As such you should commit the history of the world, and especially your nation, to memory and allow it to shape you as you shape your future. 

Whatever the Cost Knowledge is highly coveted and a major political tool, as such it has many enemies and more that covet it to topple kingdoms and shake the world. You must protect and guard said knowledge no matter the cost to ensure the peace of your nation. 

Inspire The protection of Knowledge goes much further than simply memorizing and guarding, and as such you should make use of all your abstract wisdom to educate and inspire the generations and societies that will follow in your steps. 

 

Channel Divinity

You gain two channel divinity options: 

Divine Revelation. You can use your channel divinity to ask of your God one question resulting in an answer as vague or detailed as they desire. 

Arcane Misfire. As a reaction, you can use your channel divinity to disrupt a spell attack. When a spell targets you or an ally within 15ft, you can brandish your holy symbol and use it to disrupt an opponents arcane energy resulting in the spell not activating properly and causing it to miss. 

Oath of Knowledge Spells

 

Paladin Level Spells

3rd

identify, illusory script

5th

augury, enhance ability

9th

tongues, glyph of warding

13th

arcane eye, secret chest

17th

legend lore, scrying

Aura of the Sage

Beginning at 7th level, your overpouring of arcane knowledge and exposure to arcane abnormalities has left you with an aura of arcane protection. You and friendly creatures within 15 feet have advantage on any wisdom or intelligence saving throws.

At 18th level, the range extends to 30 ft. 

Mage's Bane

Starting at 15th level, you can cast antimagic field  once per long rest. The spell lasts for 1 hour and has a range of 10 feet, nullifying all magic within it. 

Divine Sage

As you reach your 20th level, your arcane knowledge reaches its peak allowing you to temporarily imbue yourself with the arcane potential of a God resulting in a shining aura engulfing you and an afterimage following your movements. 

For the next minute you gain the following benefits:

  • At the start of your transformation you can cast one extra spell per turn for the duration of the transformation. 
  • At the start of your transformation your spells no longer consume a spell slot for the duration of the transformation.

Once you use this feature, you cant use it again until you finish a long rest. 

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