Oath of Revelation
A paladin that takes the Oath of Revelation holds the value of knowledge above all else, and can either obtain this knowledge by unlocking their mind's full potential, or by bartering for it with creatures from beyond.
Tenets of Revelation
Whether through self enlightenment or dark dealings, paladins of this oath share the following tenets:
Develop the Mind. Knowledge is the ultimate pursuit, and you are willing to go to any means to obtain it.
Preserve Knowledge. With what knowledge you do find, it is paramount that it is safeguarded for future generations.
Enlighten the Ignorant. Teach others so they may not repeat the same mistakes of the past.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Revelation Spells
| Paladin Level | Spells |
|---|---|
| 3rd | identify, dissonant whispers |
| 5th | detect thoughts, phantasmal force |
| 9th | intellect fortress, summon shadowspawn |
| 13th | charm monster, compulsion |
| 17th | awaken, contact other plane |
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.
Mystical Weapon. As a bonus action, you can use your Channel Divinity to imbue your weapon with strange energies, as well as the ability to unfurl secrets yet to be revealed. For 10 minutes the weapon emits dim light in a 20 foot radius, and while holding the weapon, you can change the damage you deal with your Divine Smite and Improved Divine Smite feature to psychic instead of radiant, as well as read all writing. If the weapon is not already magical, it becomes magical for the duration.
Psychic Pulse. You can use your Channel Divinity to release a wave of mind wracking energy. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes stunned until the end of your next turn.
Aura of Distortion
At 7th level, you emit an aura that warps and twists the light around you and your allies. When you or an ally within 10 feet of you would be the target of an attack, the attacking creature has disadvantage on the roll. A creature can only benefit from this feature once, until the start of your next turn.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Repeated Torment
At 15th level, whenever a creature you can see within 30 feet of you fails an Intelligence, Wisdom, or Charisma saving throw. You can use your reaction to deal 2d8 + your Charisma modifier psychic damage to that creature.
Mantle of Pure Thought
From 20th level, you have gained the ability to manifest phenomena with a single thought. As a bonus action, you gain the following benefits for 1 minute:
- Whenever you cast a paladin spell, it does not require any somatic or verbal components.
- Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
- You count as an aberration instead of an humanoid.
Art Credit
"Knight of the Twin Suns" by Diana Franco.
