Oath of Progress
Tenets of Progress
Move Forward: You should not be concerned with the past. This doesnt mean you cannot learn from the past.
Innovate: Dont be afraid to go somewhere that people have never been to or avoid going to. You can learn many secrets in the darkest corners.
Evolve: You must understand that the world operates by evolving. You must do anything you can to Evolve with the rest of the beings that are to survive time itself.
Oath of Progress Spells
Paladin Level………. Spells
3rd……….. Identify, Alarm
5th……….. Blur, Cloud of Daggers
9th……….. Conjure Barrage, Tongues
13th……….. Arcane Eye, Locate Creature
17th……….. Teleportation Circle, Telekinesis
At level 3 you gian the following 2 channel divinity options.
Inspire Awe: You present your holy symbol and and invoke feelings of awe in those around you. When you use this feature, any creature with an INT of 8 or higher around you must make a WIS saving throw becoming feared or charmed (Your choice) for 1d4 rounds on a failed save and is immune to this effect for 24 hours on a successful save.
Read Mind: You present your holy symbol and imbue your weapons with a guiding mind of its own. For 1 minute, when you make an attack on an enemy you can see, you gain advantage. Enemies take an extra amount of physchic damage equal to your INT modifer.
Mind over Matter
When you take this oath at 3rd level and if you took paladin at first level you lose your proficentcy in CHA checks. You gain orifucentcy in INT checks and all your paladin spells are INT based.
Aura of Mind Shield
At 7th level you and friendly creatures within 10 ft of you cant be feared if youre concious. At 18th level this increases to 30 ft.
At 15th level you gain resistance to Psychic damage and you cant be charmed.
Avatar of Progress
At 20th level you can assume the state of an Avatar of Progress as an action once per day, lasting 1 minute. While in this form you gain the following benefits.
-When an enemy enters, leaves, or starts a turn within 30 ft of you, it must make an INT saving throw. On a failed save it takes 3d10 Psychic damage or half as much on a successful save.
-Once per turn you can imbue your weapon strike with psychic energy. The next weapon strike deals an extra 2d10 psychic damage and if the enemy is a shapchanger, it returns to its true form.
-You can as a bonus action once per turn use the Identify spell on up to 2 targets within 60 ft.
-You cant be surprised by enemies and no attack gains advantage for a lack of sight, smell, or any other senses.