# Oath of Truth Knowledge is power; paladins of truth know this well. Those who covet and guard information, knowingly hiding technology and secrets, are the core corrupters of an unjust world. Paladins of Truth - sometimes called truthseekers - believe that honesty, before everything, is the key to a well-functioning world. They are committing to uprooting falsehoods, spreading facts, and learning the full scope of any matter before judgment is passed. ### Tenents of Truth The tenents of truth are clear-cut and accessible. They have been recorded and re-recorded across libraries and languages for centuries. **To Learn.** There is never a good reason to hide knowledge. Should anyone refuse you the truth, take it from them. **To Wait.** Action should never be taken without knowing the full story. Never rush in blindly. **To Consider.** Speaking hard truths is difficult. Do what you must to unearth the story, but be compassionate to those who the truth may hurt. **To Share.** Gaining knowledge means nothing if it is kept to yourself. What you learn, you spread to the world, as far and wide as the information warrants. ### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of Truth Spells | Paladin Level | Spells | |:----:|:-------------| | 3rd | *detect magic, identify* | | 5th | *knock, zone of truth* | | 9th | *clairvoyance, tongues* | | 13th | *compulsion, greater invisibility* | | 17th | *telepathic bond, legend lore* | ### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. **Opening of Eyes.** You can use your channel divinity to increase your powers of perception. As an action, you grant yourself a +10 bonus in Wisdom (Perception) or Intelligence (Investigation) checks for the next ten minutes. **Advanced Interrogation.** You can use your channel divinity to convince others to share information they might not otherwise be willing to give. As an action, choose one creature that you can see within 60 feet of you. The creature must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for one minute. For the duration of this charm, the creature is unable to speak a deliberate lie. A charmed creature is convinced that you are trustworthy, and is willing to tell you anything they would tell a close friend.
### Experience of the Learned At 7th level, you have made great strides in knowledge and experience. You gain proficiency in any 3 tools or skills. At 18th level, you gain 3 more proficiencies of the same types. ### Preternatural Awareness Beginning at 15th level, your awareness of your surroundings has become uncanny. Choose *Detect Good and Evil* or *Detect Magic*. You are always considered under the effect of this spell. You can change which spell you benefit from at the end of a long rest. ### Seeker of Truth At 20th level, you can attain a higher form of being in your quest for enlightenment. As a bonus action, you invoke in yourself a greater sight. For one minute, you create a sixty foot aura around yourself. After you activate this aura, you must complete a long rest before you can do so again. The aura has the following benefits: - For 1 minute, you gain truesight within the aura. - The first time any creature enters the aura or starts its turn there, the creature must make a wisdom saving throw. On a failure, you can read the creature's surface thoughts as if *detect thoughts* has been cast on them. As a bonus action on subsequent turns, you can end this effect to cast *suggestion* on an affected creature without expending a spell slot. The target automatically fails its saving throw. - The proficiency bonus on any skill checks you or anyone within the aura makes is doubled.
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