Oath of Knowledge (paladin oath)

Paladins that follow the path of knowledge strive to become the ultimate masters of combat. They do not simply focus on strength of arms, for those that swear the the oath of knowledge gain expertise in the art of war. There is more to combat than the clashing of steel, and a true warrior knows this. Knowledge paladins unceasingly study strategy, military tactics, and to a lesser extent the arcane, seeking to achieve supreme excellence in combat. Knights who follow this oath rise to become expert generals and tacticians. Very few can challenge the superiority of a Knowledge paladin.

Tenets of Knowledge

While most paladin oaths are based on the ideals of courage and goodnes, the tenent of knowledge focus much more on the concept of efficiency and success instead.

Pursue Knowledge: Information is a valuable weapon and you should strive to obtain more of it whenever possible.

Restraint: Always do what is best and never bow to your emotions or impulses. Through logical thinking you shall find success

Mind over Matter: Physical might is important of course, but the mark of a true warrior is their intelligence, discipline and strategic ability.

Know Your Enemy: To obtain supreme victory you must meticulously study your enemy and learn their every weakness. If you know yourself and you know the enemy, you need not fear the results of a hundred battles.

Uphold the Truth: While acts of deceit may be necessary to achieve your goals, you should never keep any sorts of secrets for selfish purposes. The intentional with-holding of knowledge that could be used to improve other areas is a heinous crime. Lieing without reasonable purpose is cowardice in its purest form.

Oath Spells (level 3)

You gain oath spells at the paladin levels listed.

Oath of Knowledge Spells
Level Spells
3rd Comprehend Languages, Identify
5th Augury, Detect Thoughts
9th Clairvoyance, Speak with Dead
13th Arcane Eye, Dimension Door
17th Scrying, Rary's Telepathic Bond

Channel Divinity (level 3)

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

Eyes of the Tactician: Choose one living creature that you can see. You learn all of the following statistics about that target: damage vulnerabilities, damage resistances, damge immunities, condition immunities, armor class, maximum hit points and current hit points. You also choose one ability score and learn the total bonus the target gets to saving throws that test that ability. Using this ability costs no action of any type.

Cripple the Arcane: As an action you present your holy symbol and speak a prayer that debilitates creatures which are heavily attuned to magical forces. Each aberration or elemental that can see or hear you within 30 feet of you must make a Charisma saving throw. If the creature fails its saving throw, then it is incapacitated for 1 minute. While incapacitated this way the target's speed becomes 0 and it can't benefit from any bonus to its speed. A creature affected by this feature may remake the saving throw at the end of each of its turn, ending all the conditions on a success.

Aura of Vigilance (level 7)

You and friendly creatures within within 10 feet of you gain a bonus to perception, investigation and initiative checks equal to your charisma modifier (mimimun of +1) while you are conscious. At 18th level, the range of this aura increases to 30 feet.

Danger sense (level 15)

You gain an uncannty sense of when things nearby aren’t as they should be, giving you an edge when you avoid danger. Thusly, You have advantage on Strength and Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be incapacitated.

Mantle of the Commander (level 20)

Using your action, you temporarily steel yourself and transform into an avatar of co-ordination and strategy and thusly gain the following benefits for 1 minute. Once you use this feature you cannot use it again until you complete a long rest.

  • Using a bonus action on each of your turns, you can direct one of your allies that can see or hear you to strike. That creature can automatically use its reaction to take the attack action or make a spell attack.
  • The movement of your allies within 60 feet of you does not provoke oppurtunity attacks
  • You instantly cast longstrider at 1st level and shield of faith on yourself all at once using the same action you activated this feature on. Doing so expends no spell slots and any spell cast this way does not require concentration if it normally would. All of these spells end when this feature comes to an end.