Torm's Order of the Shining Blade

Paladin Oath: Oath of Truth

The Oath of Truth

A Paladin following the Oath of Truth seeks out deception and dishonesty in all corners of the earth, in order to draw it into the light and destroy it. Such a Paladin gains special powers against those who would willingly spread lies, disguise themselves or their agendas, or seek to deceive through the use of Illusion or Enchantment spells.

The tenets for a Paladin’s Oath of Truth are identical to the Tenets of the Order. Follow these to the letter.

(A Paladin within Torm’s Order of the Shining Blade generally uses the Order’s symbol as his divine focus.)


Channel Divinity

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

Compel Honesty.

As an action, you present your holy symbol and speak a prayer of compulsion, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being charmed. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is charmed for 1 minute or until it takes any damage. While charmed, the creature is incapable of lying to you. [Unlike the spell Charm Person, the creature is never aware it was charmed by you.]

Regardless if the creature saves or fails, it cannot be affected by the same ability for 24 hours.

Cleanse the Lies.

You can use your Channel Divinity ability to utter a prayer of purgation in the presence of lies given power. You choose a creature you can see within range and mystically mark it as your quarry; you gain the benefits of Hunter’s Mark against that creature until your next rest, without being required to maintain Concentration.

Additionally, if your quarry attempts to cast a spell from the school of Enchantment or Illusion (or in some other way deceive another, including lies or disguise) while under this effect, you gain advantage on attack rolls against it. Your attacks also deal an extra 1d8 damage (instead of the typical 1d6 from Hunter’s Mark).

Oath Spells

You gain oath spells at the paladin levels listed. (Homebrewed spells can be found later on this same page.)

Paladin LevelSpells
3rdFaerie Fire, Speak with Animals
5thDetect Thoughts, Zone of Truth
9thSpeak with DeadFaerie Fireball
13tharcane eyedominate beast
17thcommunedominate person

A Guarded Mind

Starting at 7th level, any time you are targeted by a spell from the school of Enchantment or Illusion, you may attempt to interrupt it as your Reaction. To do so, expend your highest spell slot that is still unspent. If you do, the targeting spell fails and has no effect.

At 13th level, you may perform this action any time an ally within sight is targeted by a such a spell. (DM may allow a successful Intelligence (Investigation) check of DC 10 + spell level to recognize the school of a spell targeting another, before you React.)

At 17th level, you may instead cause the Enchantment or Illusion spell to rebound against its caster. If you do, the spell save DC is your own. Any decisions made after the spell is cast (such as for the spell Command) are yours to make.

Verisimilitude

Starting at 15th level, you are always under the effects of a comprehend languages spell.

Envoy of Judgment

At 20th level, you can assume the form of an envoy of judgment. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • Ethereal wings sprout from your back and grant you a flying speed of 60 feet.
  • You gain an additional action to Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action, and a +2 bonus to your AC.
  • You emanate an aura of judgment in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become marked for judgment for 1 minute. While marked, all attack rolls against the creature have advantage, it has disadvantage on attack rolls against you, and it has disadvantage on all saving throws for the duration.

Once you use this feature, you can’t use it again until you finish a long rest.


(The previous was heavily adapted from https://www.dndbeyond.com/subclasses/7096-oath-of-inquisition.)

Spell Set: Oath of Truth (WIP)

3rd – Faerie Fireball (evocation)

Casting Time:1 action
Range:120 ft (20 ft radius)
Components:V, S, M
Duration:1 round

Each object in a 20-foot-radius sphere within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light. Invisible creatures also become visible for the duration; and if they are fully on the material plane, they receive no save versus the effect. (Ghosts, phase spiders, and other such creatures that move between planes cannot be affected unless they are physically on the material plane when the spell is cast, even if they appear visible.) For the duration (until the start of your next turn), objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Balanced against these similar elements: Faerie Fire, See Invisibility, Fireball