Base Class: Paladin
Paladins who choose the path of wisdom are passionate about the world they live in and adventure through. They choose to learn what they can about as much as they can to use in the future both to smite their foes and keep allies and innocent safe. They have ways of stopping foes in their tracks or hitting with different types of attacks than normal to best defeat their foes.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Wisdom Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Wisdom Spells
| Paladin Level | Spells |
|---|---|
| 3rd | entangle, command |
| 5th | calm emotions, moonbeam |
| 9th | mass healing word, counterspell |
| 13th | freedom of movement, dimension door |
| 17th | greater restoration, mass cure wounds |
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.
Entangling Aura: As an action you produce your holy symbol and mutter a prayer of denunciation. An aura radiates from you forcing any enemies within a 10ft radius must make a wisdom saving throw or be restrained by magical tendrils of radiant light for 1 minute. Entangled enemies may use their action on their turn to make a strength check to get free.
Radiant Wave: As an action you produce your holy symbol and hold it skyward. A wave of radiant energy emits from you in a 10ft radius dealing 2d8 radiant damage to enemies within the area. Additionally those enemies must succeed a dex saving throw or be pushed back 15 feet or until stopped by a wall, or obstacle.
(DC’s are equal to your spell save DC)
Guiding connection
Starting at 7th level a Paladin of Wisdom can telepathically connect to creatures up to their charisma modifier that they can see within 30 ft for up to 1 hour able to communicate with them and receive messages telepathically whether or not they have a common language.
Tome of Ruins
Starting at 15th level you have a number of charges up to your Charisma modifier + proficiency bonus. Using these charges you can do the following
-As an action choose a number of creatures up to the number of charges being used within 30 ft, On a failed Dex save (spell save DC) it causes a pillar of ice to form and break around them dealing 2d6 cold damage. Additionally, you force the creatures affected to make a constitution saving through or half their speed until after your next turn.
-As an action choose a number of creatures up to the number of charges being used and force them to make a wisdom saving through or be paralyzed until the end of your next turn.
-As an action choose a space you can see within 30 feet and using 2 charges cause a wave of force damage to radiate 10ft in each direction from that spot. Each creature within the radius must make a dex saving throw or take 2d10 force damage. Constructs, and creatures made of glass, clay, or other fragile materials (DM discretion) have disadvantage on this save.
Divine Ruin
At Level 20 once between long rests, as an action, you can channel divine Energy through yourself into a target of your choice on the battlefield within 120 ft. Make a ranged spell attack against the target. On hit you deal 2d10 each of Radiant, Cold, Thunder, Lightning, Force, and Fire damage before forcing the target to make a wisdom saving throw or be paralyzed for a minute.
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1/12/2021 9:48:06 PM
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