Paladin - Oath of Innovation

by KibblesTasty

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Paladin Oath

Oath of Innovation

A paladin that takes this oath is one that is vowing to not stagnate, to always more forward, and to spread those ideals to society as a whole. They are frequently at odds with the steady state of society, though some might be driven by simpler curiousity or even ambition.

Most who take this oath value knowledge greatly, but often give little value to the traditions and rituals of knowledge, disparaging or even despising gatekeepers or custodians that seek to hoard knowledge.

Daring and bold, they tend toward action and innovation, often acting chaotic in the eyes around of them, even if they follow a strict personal code. Some take this as far as being loath to use the same plan twice and always striving for improvement, while others take longer and more subtle views on it, aiming to strategically spread their ideals through society.

Some of those oath take it as a personal creed, while others serve gods of progress, civilization, innovation or technology.

Tenets of Innovation

  • Knowledge. To build anew you must know what is new. Learn what you can of what exists so that you can improve it.
  • Unbound. Do not let tradition or ritual stand in way. Stand not on ceremony.
  • Vivacity. Never give into lethargy, mental or otherwise. Always press forward and seek new answers.
  • Charity. Knowledge is not for lording over those more ignorant, but to improve the world for everyone.
  • Innovation. Go beyond collecting knowledge. Bring new things in the world.

Oath Spells

You gain oath spells at the paladin levels listed.:

Level Spells
3rd comprehend languages, indentify
5th lightning chargedK, mirror image
9th haste, tongues
13th divination, fabricatesee note
17th animate objects, legend lore
Spell Replacement

The spell fabricate can be replaced by a spell that summons or creates a constructs. Unfortunately, no such spell exists in the OGL. This will be replaced in the Compendium version with a new spell.

Channel Divinity

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

Empower Device As an action, you imbue a piece of technology you think should work with your conviction that it does work, causing it work. Select one of the options from the table below:

Device Effect
Cloaking Device Allows you to cast invisibility on yourself without a spell slot.
Holo Generator Allows you to casts mirror image without a spell slot.
Heat Ray Allows you to cast heat metal without a spell slot.
Lightning Generator Allows you to casts lightning charged without a spell slot.
Levitation Device Allows you to cast levitate on yourself without a spell slot.

The spell cast as if you cast the spell, but does not require verbal or somatic components, and any material component becomes the device you are trying to make work (which can be essentially any tiny object you can hold or wear).


Manic Creativity As an action, you choose or tool. For 2 hours or untily you take a short or long rest, you have proficiency with the chosen skill or tool, and can add double your proficiency bonus to checks made with that tool. You cannot gain proficiency with that tool from this feature again until you complete a long rest.

Inspired Review

Starting at 7th level, whenever you or a friendly creature within 10 feet of you must make an Intelligence, Wisdom, or Dexterity ability check, you can use your reaction to give that creature a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1).

Problem Solving

Starting at 15th level, you ignore all class, race, spell and level requirements on attuning to or using a magic items.

Machine God

At 20th level, as an action, you can cause your gear and weapons to become resplendent, bursting to life of their own revealing marvelous complexity and intricate functionality. You gain the following benefits for 1 minute:

  • You have a magical flying speed of 30 feet and can hover.
  • If you fail a Constitution saving throw to maintain concentration on a spell, you can choose to succeed instead.

In addition, at the start of each of your turns for the duration, you can cause your gear to transform and reorganize giving new abilities select one of the following additional traits:

  • You can cast lightning bolt as an action without expending a spell slot.
  • You reach with all melee weapons becomes 30 feet until the end of your turn.

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

 

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