Oath of Curiosity
The Oath of Curiosity calls to those who see the world as a great mystery to be solved--a blank map to be filled with the landmarks of their memories and adventures. Paladins of this oath, sometimes called knight-wanderers, are among the most observant of their kin, wandering from land to land and rooting out what is hidden. While some paladins value conquests of gold, land, or battle, paladins of this oath value knowledge above all things, deeming it a sacred and vital part to truly understanding the world.
Some of these paladins worship deities of secrecy and mystery, while others take advantage of their natural curiosity to delve into the arcane, following beings of magical power.
Tenets of Curiosity
A paladin who takes this oath has the tenets of curiosity carefully memorized to guide their journey.
The Great Mystery. The world is a great unsolved puzzle, and it is your duty to decipher its moving parts until its workings have been revealed to you in full.
Consider Carefully. It is irresponsible to rush into action without careful thought. Every solution has merits, and must be considered in full before you can even begin to contemplate drawing your blade or raising your hands.
Pursuit of Knowledge. Knowledge in all its forms--written, oral, and artifact--is sacred. Knowledge must be preserved at all costs, and those who destroy knowledge must be punished accordingly.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Curiosity Spells
Paladin Level |
Spells |
3rd |
comprehend languages, detect magic |
5th |
locate object, see invisibility |
9th |
clairvoyance, tongues |
13th |
divination, locate creature |
17th |
commune, legend lore |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Divine Scrutiny. You can use your Channel Divinity to learn important information about a creature or object you can see. As an action, you learn a number of the following traits up to your Charisma modifier (minimum of one):
- A damage vulnerability, resistance, or immunity (your choice)
- A condition immunity
- The target’s highest ability score
- The target’s lowest ability score
- The target’s Armor Class
Once you examine a particular creature or object in this way, you can’t examine that target again for 24 hours.
Guide the Eye. You can use your Channel Divinity to guide your eye towards the hidden. When you make a Wisdom (Perception) or Intelligence (Investigation) check, you can use your Channel Divinity to gain advantage on the roll. You make this choice after you see the roll, but before the DM describes its results.
Aura of Alacrity
Starting at 7th level, your very presence reminds others to watch for hidden things. The aura emanates 10 feet from you in every direction, so long as you are not incapacitated. You and creatures friendly to you can add your Charisma modifier to Wisdom (Perception) and Intelligence (Investigation) rolls while within this aura.
At 18th level, the range of this aura increases to 30 feet.
Divine Watch
Starting at 15th level, your senses are honed with divine energy, granting you preternatural awareness. You are aware of the presence of any creature within 10 feet of you, even if they are invisible.
Additionally, while you are not incapacitated, you can no longer be surprised, and creatures don’t get advantage on attacks made against you as a result of being unseen or undetected by you.
Herald of Mystery
At 20th level, you have peered far into the nature of the world and been changed by its divine grace. You gain the following benefits:
- You are immune to being blinded and deafened.
- You can add your Charisma modifier to your Passive Wisdom (Perception) score and your Initiative bonus.
- You can make a Wisdom (Perception) or Intelligence (Investigation) check to examine your surroundings as a bonus action on each of your turns.
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