Oath of Innovation

The Oath of Innovation is a dedication to creation itself. It is a celebration of progress and hunt for ways to make life better for the people under a paladin's protection. Some paladins who take this oath are not creators themselves, instead recognising the importance of that talent in others and swearing to help foster it. Others decide to take up arms in order to defend their own creations. Rock gnomes, warforged and humans frequently champion these ideals, but the spark of invention can light in anyone.

Tenets of Innovation

By the nature of the Oath, the tenets of Innovation are varied and personal. However, several central goals allow each innovative paladin to thrive.

Seek Inspiration. Craft and culture do not blossom without outside influence. Scour the world for new sources of inspiration.

Defend Creators. Artists, artificers, and innovators of all kinds rely on their own safety to realise their next breakthrough.

Preserve Creation. When we see further, it is by standing on the shoulders of giants. Protect the knowledge of the past.

Take Risks. Rote and stagnation do not lead to discovery. Sometimes, breaking the rules gets you ahead.

Keep Trying. There is no shame in failure. Success is incremental.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Innovation Spells

Paladin Level Spells 3rd comprehend languages, unseen servant 5th enhance ability, warding bond 9th clairvoyance, glyph of warding 13th fabricate, freedom of movement 17th animate objects, legend lore

Channel Divinity

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

Divine Invention. You can use your Channel Divinity to solve a simple problem in an overly complicated way. As an action, you speak a prayer of inspiration to conjure a device perfectly suited to the task at hand. When you create this device, choose its effect from the following:

Essential Apparatus. Choose one skill. Creatures operating the device gain a bonus to those skill checks equal to your Charisma modifier. Holding or operating the machine requires a free hand, and only one creature may benefit from this bonus at any given time.

Distraction Device. Creatures within 10 feet of the device have disadvantage on attack rolls.

The device appears within 30 feet of you, is of Tiny size, and has AC 5 and 1hp. The device disappears after 1 minute or when it is destroyed.

Abjure Contraption. Using your Channel Divinity, you speak a prayer condemning poor artisanship. As an action, you present your holy symbol and each construct that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the construct fails its saving throw, its joints fail and it begins to fall apart. It is stunned for 1 minute or until it takes damage.

Divine Artisan

At 7th level, your search for inspiration has lead you to discover new talents. You learn the mending cantrip and one other cantrip of your choice from any class' spell list. In addition, you may expend uses of your Divine Sense feature cast identify without spending a spell slot.

Prayer of Innovation

Starting at 15th level, you can draw on new sources of inspiration for your most powerful prayers. When you prepare your paladin spells, you may be select a number of spells equal to your Charisma modifier from any class' spell list. You may only prepare a spell from another class' spell list if you did not prepare that spell the last time you prepared spells.

Magnum Opus

At 20th level, you can conjure a powerful device gifted to you by your deity. As an action, you conjure your magnum opus in a space within 30ft. This device is an amalgam of boons and traps to support your efforts and harass your enemies. While you are within 30 feet of your magnum opus, you gain advantage on Strength and Dexterity saving throws, your speed increases by 15 feet, and your movement does not provoke opportunity attacks.

Enemies that start their turn within 30 feet of your magnum opus take 10 acid, fire or electricity damage (your choice each time).

As a bonus action, you can order your magnum opus to move up to 30 feet. The magnum opus is Medium size, has AC 15 and 100hp. It disappears after 1 hour or when it is destroyed.

Once you use this ability, you cannot use it again until you finish a long rest.

Holy Symbol of Onatar, Sovereign of Forge and Flame,

by Warren Mahy