Paladin: The Oath of Truth in Llyria | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Paladin: The Oath of Truth

(Honesty)
Don't lie or cheat. Words have great power so wield them with precision and skill.
As I say, so shall it be.   (Insight)
Thought. Word. Action. Effect. All shall be one in your hands.
From intent to impact, I see as I do.   (Perseverance)
Always strive to improve yourself and the world around you.
In pursuit of greatness, I am relentless. Unstoppable.   (Find the Truth)
Seek and know.
Truth is my beginning. Truth is my end.

Oath Spells

3rd - Faerie Fire, Comprehend Languages
5th - Calm Emotions, See Invisibility
9th - Hindsight, Speak with Dead
13th - Arcane Eye, Freedom of Movement
17th - Scrying, Greater Restoration

Bane of The Otherworld

Starting at 3rd level, any spells or abilities that affect undead or fiends also affect aberrations.

Channel Divinity

Read Thoughts

Starting at 3rd Level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.   As an action, choose one creature that you can see within 60ft. of you. That creature must make a wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.   If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60ft. of you. This effect lasts for 1 minute.   Starting at 5th level, during that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against this spell.

Turn the Otherworldly

As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30ft of you must make a Wisdom saving throw. 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 30ft 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 Clarity

Starting at 7th level, you and friendly creatures within 10ft of you can't be charmed, confused, or afraid while you are conscious.   At 18th level, the range of this aura increases to 30ft.

Visionary

Starting at 15th lvl, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Charisma score and must maintain concentration during that time, as if you were casting a spell.   Once you use this feature, you can't use it again until you finish a short or long rest.   Object Reading.
Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your charisma score), you can spend 1 additional minute for each additional owner to learn the same information about that creature.   Area Reading.
As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50ft cube), going back a number of days equal to your Charisma score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

Adamantine Mind

At 20th lvl, you are always under the effect of Mind Blank
Many in the reach believe the silver moon empowers Paladins who walk this path.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!