Oath of the Ardent
The Oath of the Ardent is taken by paladins possessing an inner fire. Such paladins are devotees of focus and purpose. They see struggle as inevitable and confront it with calm and reserve. Paladins of this oath serve as leaders in times of strife and ministers in periods of calm. When adversity arrives, these paladins change their attitude as easily as someone might don a hat or cloak.
Tenets of the Ardent
Those of the Oath of the Ardent don’t typically answer the call of faith, instead adhering to a path of resolve. However, they are defenders of peace and justice and will take on devout purpose when needed. Paladins of this oath have temperaments matching the mantles they bear.
Purpose. Set a clear goal in a conflict and commit your being toward achieving that goal.
Resolve. With purpose in mind, determine your actions based on the needs of the purpose without losing sight of your values.
Unwavering. When you have been set on your purpose, you mustn’t stray from that purpose and see it through.
Reserve. Never allow your emotions to cloud your judgment. Your will is your own to make.
Oath of the Ardent Features
|3rd||Mantle, Power Manifesting, Channel Divinity|
|7th||Aura of Will|
|15th||Shroud of Will|
3rd-level Oath of the Ardent feature
You are able to attune yourself to a specific creed, granting you access to psionic powers. You choose two mantles, detailed in the “Mantles” section below. When you prepare your spells, you can choose to bear one of these mantles, granting you knowledge of a set of powers. You can only bear one mantle at a time.
When you reach 9th level, you may choose one additional mantle, and one more mantle at 17th level.
As you gain levels, the mantle you bear will determine the benefits of your Aura of Will and Shroud of Will features.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one of the mantles you chose with a different one.
The Mantle feature replaces the Oath Spells feature of the paladin Sacred Oath.
3rd-level Oath of the Ardent feature
While bearing a mantle, you can manifest psionic powers using your spell slots. Only powers you know from your mantle can use manifested with your spell slots. If you know powers from a manifester class, you can’t manifest those powers by using a spell slot unless you have a class feature that expressly permits you to do so. See chapter 2 for the general rules of power manifesting.
Powers Known. You don’t know any powers, however, when you bear a mantle, you can manifest that mantle’s powers by expending a spell slot.
Power Points. To manifest a power, you must expend a single spell slot of 1st level or higher. You gain a number of power points equal to twice the spell slot’s level to augment that power manifestation. You can’t spend more power points than half your level in this class (rounded up). Any unused power points are lost.
If you are a multiclass caster, you can use any of your higher level spell slots to manifest your mantle powers. If you are a multiclass manifester, you can use power points to manifest your mantle powers as normal, but can only spend a number of power points equal to half your level in this class (rounded up) on a single mantle power.
Manifesting Ability. Charisma is your manifesting ability for your powers. You use Charisma whenever a power refers to your manifesting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a mantle power you manifest and when making an attack roll with one.
Power save DC = 8 + your proficiency bonus + your Charisma modifier
Power attack modifier = your proficiency bonus + your Charisma modifier
3rd-level Oath of the Ardent feature
When you take this oath, you gain the following two Channel Divinity options.
Invoke Mantle. As a bonus action, you can use your Channel Divinity to change the mantle you bear. The powers you know change to the new mantle’s powers, and you gain its Aura of Will and Shroud of Will features in place of the old mantle’s features.
Unleash Psychic Energy. You can use your Channel Divinity to release the divine psychic energy of your mantle. As an action, you strike each creature within a 15-foot cone you choose. The target must succeed on a Wisdom saving throw against your power save DC or become stunned until the end of your next turn.
Aura of Will
7th-level Oath of the Ardent feature
The mantle you bear provides an aura within 10 feet of you. You must be conscious for the aura to be active.
At 18th level, the range of this aura increases to 30 feet.
Shroud of Will
15th-level Oath of the Ardent feature
As a bonus action, you can activate the mantle you bear to grant you additional benefits for 1 minute. If you have a mount, it gains the same benefits. After using this feature, you can use it again until you finish a short or long rest.
20th-level Oath of the Ardent feature
You can assume of all your mantles at once, causing your eyes to shine as bright spots of pure power as energies course around your body as appropriate for your mantles. For instance if you possess the storm mantle, sparks of electricity might crackle around you as supernatural winds blow your hair and clothing.
As an action, you assume your incarnate form for 1 minute, granting you the following benefits:
- Your Aura of Will includes all four of your mantle auras at once.
- You can activate the Shroud of Will feature for each of your mantles once while your incarnate form is active.
- You are immune to the psychic strained condition, and if you are already suffering from it, the condition ends.
Once you use this feature you can’t use it again until you finish a long rest.
Your paladin can select from the mantles below. Each mantle provides an aura, shroud, and powers you know when you bear the mantle. If a psychokinesis power indicates a damage type, you can manifest that power using that damage type, treating it as your energy type.
Aura. You and each friendly creature you choose with 10 feet of you can telepathically transmit short messages between one another using a common language.
Shroud. You can’t be charmed or made to sleep by magical or psionic means, and attempts to compel or coerce you automatically fail. If you are charmed or otherwise affected mentally, you can activate this shroud using your reaction to free yourself.
Aura. You and friendly creatures within 10 feet of you roll one additional die of damage when scoring a critical hit with weapon attacks.
Shroud. When more than one hostile creature is within 5 feet of you, you have advantage on each attack roll you make against them. When one of these creatures hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Aura. Each foe within your aura suffers disadvantage on saving throws against effects that deal poison damage or inflict the poisoned condition.
Shroud. You are immune to the poisoned condition and poison damage.
Aura. You and each friendly creature you choose within 10 feet of you gain advantage on Charisma checks.
Shroud. You gain the benefit of the blur spell without requiring concentration.
Aura. You and friendly creatures within 10 feet of you deal an additional 1d6 weapon, power, or spell damage when you damage an object or construct.
Shroud. Each time you deal weapon damage, you deal an extra 1d6 damage of the same type to your target.
Aura. You and friendly creatures within 10 feet of you benefit from a ripple in fate. Once each round when you fail a saving throw, you can choose to roll a d4 and add the number rolled to your saving throw, possibly allowing you to succeed instead.
Shroud. You add a d6 to each of your attack rolls, ability checks, and saving throws.
Aura. When you and friendly creatures within 10 feet of you hit with a melee weapon attack, you deal an extra 1 fire damage.
Shroud. You have damage immunity to fire. For every 10 points of fire damage this prevents, you gain a d6 (to a maximum of 5d6). When you hit a target with a melee weapon attack you can expend any number of these dice, roll them, and deal extra fire damage equal to the number rolled on the dice. When your shroud ends, you lose any unspent dice.
Aura. You and each friendly creature within 10 feet of you have advantage on Strength (Athletics) checks and can choose to make a shove attempt as a bonus action..
Shroud. You have immunity to cold damage. Each creature you choose that starts its turn within 10 feet of you takes cold damage equal to your proficiency bonus.
Aura. You and friendly creatures within 10 feet of you have resistance to cold and fire damage.
Shroud. You gain immunity to cold damage. Each creature you choose that starts its turn within 10 feet of you takes cold damage equal to your Charisma modifier (minimum 1).
Aura. You and friendly creatures within 10 feet of you gain a +1 bonus to AC.
Shroud. You don’t trigger opportunity attacks from movement. When you hit a foe with a melee weapon attack, that foe has disadvantage on each attack roll it makes against a creature other than you until the end of its next turn. You only take half damage from that creature.
Aura. You and friendly creatures within 10 feet of you gain a +1 bonus on attack rolls against a foe that has attacked you or a friendly creature since the end of your last turn.
Shroud. When a foe attacks an ally, you can use your reaction to move up to 10 feet and make an opportunity attack against that foe, provided it is within reach.
Aura. You and each friendly creature you choose within 10 feet of you can add your Charisma modifier when making an Intelligence check.
Shroud. are immune to confusion and can see illusions for what they really are.
Aura. You and friendly creatures within 10 feet of you gain 1 temporary hit point at the start of each of your turns.
Shroud. You have resistance to necrotic damage, and at the start of each of your turns, you regain 1d8 + your Charisma modifier hit points (minimum 1 hit point).
Aura. You and friendly creatures within 10 feet of you are treated as using magical weapons for the purpose of overcoming damage resistance and immunity.
Shroud. You have resistance to damage from spells and make saving throws against spells with a +2 bonus.
Aura. You and friendly creatures within 10 feet of you increase your power and spell attack modifiers and save DCs by 1.
Shroud. You have resistance to psychic damage and can’t be mentally dominated or charmed.
Aura. You and each friendly creature you choose within 10 feet of you can add your Charisma modifier to Strength and Dexterity checks.
Shroud. You add your proficiency bonus to Strength and Dexterity saving throws and ability checks. If you already have proficiency with the save or skill, you add twice your proficiency bonus instead.
Aura. You and friendly creatures within 10 feet of you add half your proficiency bonus, rounded down, to saving throws against conditions that don’t already include proficiency bonus.
Shroud. Any time you fail fail an ability check or a saving throw, you can reroll it, but must use the new roll.
Aura. You and friendly creatures within 10 feet of you gain darkvision to a distance of 60 feet.
Shroud. You can see in darkness, including magical, and dim light as if it were bright light. In addition, while in dim light or darkness, your AC increases by 2.
Aura. You and friendly creatures within 10 feet of you can add your Charisma modifier on Wisdom (Perception) checks and your foes within 10 feet of you don’t benefit from being invisible or hidden when they attack you.
Shroud. You gain blindsense and aurasight to a distance of 60 feet. You see a shapechanger in its true form and can detect spiritfonts.
Aura. When you and friendly creatures within 10 feet of you are hit by a melee weapon attack, you can use your reaction to deal 1d6 lightning damage to the creature that hit you.
Shroud. You can move unhindered by high winds (including those made from spells and powers) and have immunity to lightning damage.
Aura. Each foe within 10 feet of you has disadvantage on ability checks and saving throws against effects that push it or knock it prone.
Shroud. Once each round, when you hit with a weapon attack, you deal an extra 1d8 thunder damage and when you hit a creature no more than one size larger than you, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.