Paladin
Base Class: Paladin

Tenets of Animation
The tenets of the Oath of Animation vary, mostly due to drug use, illegible/hieroglyphic documentation, temptation, and the lack of survivors.  

Seek out the Beauty of the Universe. The spice of life can be found everywhere, in any form. What we don’t understand, we must embrace the beauty of. The unknown deserves a chance to be loved and understood. Everything is a child at one point.
Empathy. The scrawlings of the insane are worth more to me than the most well written books. There are reasons for madness and misunderstanding. We are responsible for parsing those out.
Neither Patient, nor Impatient. I must not lose myself to whimsy. We are to understand for the sake of those who aren’t, and don’t, and can’t. That cannot be accomplished if we are not clearheaded ourselves. But if we do lose our way, there is always a way back.
Moral Non-Authority. To institute authority over the universe is futile and pompous. We are its navigators and ambassadors, we can only learn to live with it.
Sometimes Cautious, and Never Stupid. To walk the planes of madness, we must be vigilant, we must be nimble. There is a time for vulnerability, and we must be decisive for when those moments are.

Channel Divinity

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

Animation! As an action, you utter the word you find most beautiful. Any weapon of your choice within 15 feet of you that is not being carried or worn by another creature becomes animate for 1 minute. You count as proficient with it. Using your bonus action, you can make an attack with it and can move it up to 15 feet. This ability ends if you choose to do so as a bonus action as an action, or if you fall unconscious.

Harness Potential. As an action, you touch a creature/object within range, and pulse them with the essence of a poison, potion, drug, or substance of your choice. If it requires a saving throw, the creature must make a saving throw against the DC of the original substance. You must have experienced the poison, potion, drug, or substance before to channel its essence into a creature/object. If you are immune to poison, you cannot experience its effects, and thereby cannot utilize this ability in this way.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Animation Spells

Gonzo Medic

At 3rd level, you gain proficiency in the Medicine skill if you don’t already have it.

Aura of Anesthesia

Starting at 7th level, your delving of your ability’s potential has rendered your healing and communication capabilities more fluid as well. You and creatures of your choice within 10 feet of you gain advantage on saving throws against being poisoned while you are conscious. At 18th level, the range of this aura increases to 30 feet.

You can now use your Lay-on-Hands as a bonus action, and your proficiency bonus is doubled for any ability check you make that uses the Medicine skill.

You can expend a use of your Divine Sense to cast the spell tongues on yourself.

Hot Cold Soul

Starting at 15th level, whenever you enter combat (whether by rolling initiative, attacking, or having been attacked) or are in immediate danger (under the effects of a poison or spell, navigating hazardous terrain, in a castle under siege, etc.), you gain the effects of the spell armor of agathys. The effects of the spell replenish at the start of each turn.

Also, as a reaction just before you take damage, you can expend any temporary hit points you have remaining from armor of agathys, or none if you lack any, and halve the damage. If the damage was caused by a melee attack, you inflict the amount of damage you took as cold damage to the creature who made the attack. You can use this feature once per short rest.

Address Unknown

At 20th level, you reach out into the ether and become almost gaseous in form. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

You call upon the aid of beings you cannot see, but feel around you. They oblige and navigate you. You gain a flying speed of 60 feet.

Your shape becomes aware of negative intent. All creatures have disadvantage on attacks against you.

Out of the elements around you, you conjure an aura of “effect”. Any creatures/objects of your choice within 30 feet of you are subject to the effects of a single poison, potion, drug, or substance of your choice available through Harness Potential that lingers for the duration. If it requires a saving throw, the creature must make a saving throw against the DC of the original substance. You can use an action to reapply the effects of the poison, potion, drug, or substance to those in range. You may decide if a creature succeeds on the saving throw. Those under the effects of a lingering poison cannot once again be inflicted with the same poison. If a creature succeeds, they suffer none of the negative after effects of the chosen poison, potion, drug, or substance. All effects caused by this aura fade after this ability's duration ends.

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

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