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## Oath of Enlightenment Paladins of the Oath of Enlightenment work to make sure knowledge is readily available to all, and they make sure any who try to extinguish knowledge are disposed of. Often revering gods such as Ioun or Oghma, they are often found in study rather than prayer. #### Tenets of Enlightenment The Oath of Enlightenment swears to protect knowledge and ensure that knowledge circulates through the world, while ensuring that it is abused. **Learn.** Seek to understand all that you can of the world and its inhabitants. **Preserve.** Maintain knowledge that some would seek to rid the world of. **Protect.** Ensure that dangerous knowledge stays out of the hands of those that would abuse it. **Teach.** Bring knowledge to those who are unable to obtain it for themselves. ### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of Enlightenment Spells | Paladin Level | Spells | |:-------------:|:-------------------------------------------| | 3rd | *comprehend languages, dissonant whispers* | | 5th | *detect thoughts, tasha's mind whip* | | 9th | *clairvoyance, intellect fortress* | | 13th | *confusion, divination* | | 17th | *synaptic static, legend lore* | ### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. **Divine Knowledge.** You can use your Channel Divinity to gain insight into a creature's defenses. As an action, you can choose two targets within 30 feet. You learn these target's damage and condition resistances, immunities, and vulnerabilities. **Turn the Ignorant.** You can use your Channel Divinity to speak words that repel the foolish and ignorant. As an action, you present your holy symbol and speak a prayer against all creatures of your choice within 30 ft. These creatures must make an Intelligence saving throw against your spell save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
### Aura of Guidance At 7th level, you a magical aura that grants you and your allies insight into a creature's defenses. You and creatures of your choice within 10 feet of you have advantage on the first attack roll or ability check made on each of their turns. At 18th level, the range of this aura increases to 30 feet. ### Mental Overload At 15th level, you are able to overload your target's mind with mental feedback. When you use your divine smite, you may choose to change the damage type from radiant damage to psychic damage. In addition, when you deal psychic damage, you may force a creature succeed on an Intelligence saving throw against your spell save DC or be stunned until the end of your next turn. You may use this an amount of times equal to your Proficiency bonus per long rest. ### Emissary of Knowledge At 20th level, your deity is able to instill some of their purest essence in you for a short period of time. As an action, you may activate this feature, granting you the following benefits for 1 minute: - You are able to cast your 1st and 2nd level oath spells without expending a spell slot. - You may add Psychic damage equal to your Charisma modifier (minimum of +1) to the damage roll of your weapon attacks and spells. This bonus only applies to one damage die. - As a reaction when a creature makes an attack roll against you, you can observe your attacker and understand their attacks. Until the start of your next turn, any attacks made by that creature against you have disadvantage. ___ Once you use this feature, you can't use it again until you finish a long rest.