Oath of Study

Tenets of Study

The tenets of the Oath of Study vary between learning institutions, but otherwise share a focus on gaining, maintaining, and spreading knowledge to those who wish to learn, and a few of those who don't.

  • Preserve Knowledge: What is now known must not be lost. Learn as much as you can, from as many sources as you can.
  • Defend Learning: Places of learning are critical to storing and spreading knowledge. You must stand against those that would destroy such insitutions.
  • Discover: New knowledge is out there, waiting. Go, and bring this knowlege back.
  • Pass On: If the knowlege you have gathered is to outlast you, it must be shared with others.
Oath of Study Spells
Paladin Level Spells
3rd Feather Fall, Magic Missile
5th Knock, Magic Weapon
9th Speak With Dead, Tongues
13th Dimension Door, Locate Creature
17th Legend Lore, Wall of Force

Channel Divinity

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

  • Knowledge of Foes: You spend 1 action observing a creature outside of combat and can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to three of the following characteristics of your choice:
    • Strength score
    • Dexterity score
    • Constitution score
    • Intelligence score
    • Wisdom score
    • Charisma score
    • Armor Class
    • Current hit points
    • Total class levels (if any)
  • Grant Power Arcane: You cast any wizard spell of 1st or 2nd level, consuming a spell slot as normal.

Aura Of Halting

Starting at 7th level, you and friendly creatures within 10 feet of you gain a +2 to its AC while you are conscious, and any creature of your choice attempting to teleport or instantly travel any distance while within your aura must first succeed on a wisdom saving throw, or the spell or ability it is using fails. At 18th level, the range of this aura increases to 30 feet.

Arcane Sight

You can see things others cannot, granting the following benefits:

  • You can see invisible creatures and objects within 10 feet of you. The range of this increases to 30 feet at 18th level.
  • You gain darkvision to a range of 60 feet. If you already posses darkvision, its range is extended by 60 feet.
  • You have advantage on investigation checks and saving throws to discern illusions.

Arcane Master

At 20th level, as an action, you can magically become an avatar of arcane knowledge, gaining the following benefits for 1 minute:

  • You have resistance to acid, cold, fire, lightning, and thunder damage.
  • You can use your Lay on Hands feature as a bonus action.
  • When you use your divine smite, you can regain one expended spell slot. The slot you regain must be of a level lower than the spell slot you expended for your divine smite.

Made by Sandmote from Giant in the Playground, with help from superninja109