In a couple weeks, we’ll be releasing an article that is the sum of an enriching interview I had with James Haeck, lead writer for D&D Beyond. As is custom for my collaborations, as a thank you, I asked James what he’d like to see as far as a theme for a subclass. His answer was hinged on the idea of a paladin more in tune with a psionic clarity or something else that we will see next week. For now, as part one of our thank you to James for his time and answers steeped in wisdom and clarity, comes a sacred oath that brings just that. Without further ado, The Mage College is pleased to bring you The Oath of Clarity.
Art: The Ardent by William O’Connor, copyright Wizards of the Coast
Sacred Oath: Oath of Clarity
Paladins who swear the Oath of Clarity are champions of freedom of thought. Known as ardent knights, they seek to destroy the evils of psionic threats and abusive enchanters. By nature, ardent knights are peaceful, introspective individuals who prize self-discovery and a well guarded but open mind. Crystals, pearls, and other symbols of clarity and spiritual discovery tend to adorn their weapons and armor mixed with many purple, blue, or gold heraldry to symbolize their ideal of ascension.
Tenets of Clarity
The tenets of the Oath of Clarity mandate that a paladin be both a guide and defender in internal conflicts of the mind and soul, as well as a guide to those also traversing the realm of the physical.
Bastion of Calm. Tempests of the mind claim the most victims. Resolve to calm the storm in yourself and others.
Champion of Reason. When lies and emotion shroud judgement, reason dies. Promote and foster rationality.
Defender of Free Will. There are many powers in the world that would subjugate open minds. Do not be one of them, but instead defend the agency of those around you.
Exemplar of Individuality. Be true to yourself, and guide others to understand their most authentic self. In doing so, the world grows richer.
You gain oath spells at the paladin levels listed in the Oath of Clarity Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Clarity Spells
|3rd||comprehend languages, sanctuary|
|5th||calm emotions, detect thoughts|
|13th||aura of purity, locate creature|
|17th||telepathic bond, scrying|
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Prescient Defense. As a bonus action on your turn, you can use your channel divinity to attempt to read the minds of your enemies. Each hostile creature within 30 feet of you must roll an Intelligence saving throw. On a failed save, the creature has disadvantage on attack rolls against you and you have advantage on saving throws against effects controlled by the creature for the next minute. At the end of each of its turns, a creature can repeat its saving throw, ending this effect on a success.
Call to Clarity. As an action on your turn, you can use your channel divinity to attempt to end any condition affecting each friendly creature within 30 feet of you. The conditions can be charmed, blinded, deafened, frightened, or stunned. Roll a Charisma check. If the total of the check is higher than the save DC of the effect that caused a condition affecting that creature, the condition is removed.
Aura of Avidity
Your very presence quickens the senses of those around you. Starting at 7th level, you and each creature within 10 feet of you can’t be surprised and has bonus to initiative and to its passive Perception equal to your Charisma modifier.
At 18th level, the range of this aura increases to 30 feet.
As you channel your divine power, the echo of your strikes bring invigorating energy to you and your allies. Beginning at 15th level, when you expend a spell slot to deal extra damage with your Divine Smite, you can give a creature within range of your Aura of Avidity (including you) temporary hit points equal to half the radiant damage dealt with your Divine Smite. A creature with these temporary hit points can’t be charmed and has resistance to psychic damage. These temporary hit points last for a minute.
Beginning at 20th level, you can use an action to open your mind’s eye to perceive the world around you as it truly is, shedding the uncertainty of your mortal nature’s sense of perception. For the next minute, you gain the following benefits.
- You can’t be charmed, blinded, deafened, stunned, or paralyzed.
- Creatures can’t gain advantage on attack rolls against you and you have truesight out to 60 feet.
- When a hostile creature within your reach is hit by an attack, you can use your reaction to make an attack against the same target.
Once you use this feature, you can’t use it again until you finish a long rest.