Oath of Transcendence

Those that take up the Oath of Transcendence often swear themselves to an order of knights who have seen those that reside beyond the Material Plane.

Empowered by an ancient tradition of runic wards, those who take this path swear to fight demons of the abyss, the devils of the hells, creatures that feed on negative energy, and the abhorrent alien intellects that stare upon the material world with greedy eyes. These cosmic threats seek to topple what the transcendent call the Unseen Throne, the very order of creation, and return all that is to utter nothingness.

Whether one swears this oath is a member of an order, been shown the truth by a master, or has had divine providence set them upon the path, all are united in their purpose to defend creation itself.

Tenets of Transcendence

  • I am the custodian of the Throne. I shall protect the song of creation, and those who sow discord in its notes I shall hunt. I act to shield the mortal realm.
  • I am the sword that stands ready. I shall tend to my mind as I do my body. I shall embolden the spirits of others as I do my own and encourage those about me to move toward destiny.
  • I am one against the legion. Though my enemies are without number, and my war is without end.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Transcendence Spells table.

Paladin Level Spells
3rd Shield, hunter’s mark
5th Silence, zone of truth
9th Haste, counterspell
13th Banishment, dimension door
17th Commune, scrying

Channel Divinity

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

  • Demonhunter. As an action, you utter canticles of abolishment, using your Channel Divinity. For 1 minute, any fiend, undead, and aberration within 60 feet of you that can see or hear you must make a Wisdom saving throw. Fiends have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute and its speed is reduced to 0. On a successful save, the creature’s maximum speed is halved for 1 minute. A creature that fails this save can repeat it at the beginning of each of its turns.
  • Geometric Warding. As a bonus action, you charge geometric patterns woven into your clothes, tattooed across your body, or etched into your armor. For 1 minute, these patterns serve to ward you from the outsider’s baleful abilities. You gain a bonus equal to half your paladin level on saving throws against spells and effects from fiends, undead, and aberrations.

Ardent Blade

By 7th level, you have learned to charge runic script, geometric patterns, or the prayers that adorn your weapons with divine energy. When you hit a creature with a magical or silvered weapon, you can add 1d4 + your Charisma modifier to the damage. This additional damage is radiant. Fiends, undead, and aberrations take an additional 1d4 radiant damage from this effect.

You may use this ability a number of times a day equal to your Charisma modifier.


Starting at 15th level, the authority with which you speak your canticles of abolishment gives you greater power over your foe. When a creature under the effect of your Demonhunter feature makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range. You make the attack roll with advantage.


At 20th level, you have come to master the esoteric nature of your oath. Your appearance has changed permanently, such as glowing symbols tattoos across your body, or a nimbus of golden light. Decide with your GM how you these changes manifest. This transformation grants you advantage on Wisdom (Persuasion) checks made to get good creatures to act in your interest, and advantage on Charisma (Intimidation) checks made against evil creatures.

In addition, you can become a font of the divine energy of the high heavens. As a bonus action, you can gain the following effects:

  • You can use both your Demonhunter and Geometric Warding Channel Divinity options.
  • For the next minute, your attacks do an additional 4d8 radiant damage. Fiends, undead, and aberrations hit by your attack must succeed on a Wisdom saving throw or become blinded for 1 minute.

You regain the ability to manifest this power when you finish a short or long rest.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

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