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## Sacred Oath ### Oath of Veracity #### Tenets **Honnesty** **Scrutiny** **Objectivity** **Integrety** #### Oath spells | Level | Spells | |:---:|:-----------:| | 3rd | Comprehend Languages, Identify | | 5th | Detect thoughts, Moonbeam | | 9th | Dispell Magic, Tongues | | 13th | Arcane Eye, Freedom of Movement | | 17th | Dispell Evil and Good, Rary's Telepathic bond | #### Channel Divinity When you take this oath at 3rd level you gain the following two channel divinity options. **Unerring Weapon** As a bonus action on your turn you may imbue your weapon with magic so that it may strike true upon a foe. For the following 1 minute once you empower your weapon, on each of your turns as a bonus action you may gain advantage on the first weapon attack roll you make that turn. **Break Enchantments and Reveal Illusions** As an action, choose a number of creatures up to your charisma modifier within 120 feet. Any Enchantment or Illusion spells of half you paladin level or lower on the targets end. #### Aura of Truth At 7th level you perceive lies and falsehoods in the area around you. While you are conscious you gain the effects of a *Zone of Truth* spell in a sphere of 10 foot radius around you and have advantage on Insight skill checks against creatures in this area. Additionally, you and allies within this area have advantage on saving throws against Enchantment spells and to Intellegence (Investigation) checks to determine illusory effects. At 18th level, the radius of this aura increases to 30 feet and you gain truesight within the aura. #### Assured Strikes Starting at 15th level you have advantage on weapon attack rolls against targets you've damaged with a weapon attack this turn. (Placeholder) #### Beacon of Reality At 20th level you can undergo a transformation into a beacon of reality that keeps you and your allies composed amidst uncertain elements you might face. As an action you can transform and cause the following effects to yourself and allies who look upon you for 1 hour: (Placeholder effects) * gain resistance to psychic damage * can't be blinded or deafened * have advantage on saves against charm, frighten, and possession effects * have advantage on insight, investigation, perception, and persuasion checks Once you use this feature you cannot do so again until you complete a long rest.