TEXT:  
  Martial Archetypes 
  Different fighters choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
  Anointed Knight 
  The Anointed Knights are an order of spiritual warriors 
  who study and emulate the divine. Armed with weapons 
  imbued with light and bows marked by angels, they venture 
  forth to combat whatever evil they may find. Often 
  mistaken for paladins, anointed knights do not draw their 
  power from a deity or a set of ideals, but from the divine 
  aspect within themselves. Anointed Knights believe that 
  each living thing contains a spark of the divinity that 
  created it, and train to utilize that spark in battle. 
  Pious 
  When you choose this archetype at 3rd level, you gain 
  proficiency with the Religion skill. If you already have 
  proficiency in this skill, you can add twice your proficiency 
  bonus when you make an ability check using it. 
  Spirit Weapon 
  At 3rd level, you can perform a 1 hour ritual to imbue a 
  weapon you are holding with your soul's divine spark. 
  Once you have imbued this weapon, you can summon it to 
  your empty hand as a bonus action, as long it and you are 
  on the same plane of existence. 
       This weapon counts as magical for the purposes of 
  overcoming resistance and immunity to nonmagical attacks 
  and damage. When you deal damage with your spirit 
  weapon, you can choose for the damage type to be radiant 
  damage instead of the normal damage for that weapon. 
  Anoint with Oils 
  Starting at 7th level, you learn the secrets of crafting divine 
  oils. During a long rest, you can imbue normal oil with 
  holy energy, creating a divine oil chosen from the Divine 
  Oils list below. You can anoint yourself with divine oil a 
  bonus action. 
       At 7th level, you can make two divine oil when you take 
  a long rest. You can craft an additional oil at 10th level (3 
  oils), 15th (4 oils), and 18th level (5 oils). You can  
  create more than one of the same oil when you take  
  a long rest. Unused oils lose their divine spark  
  after 24 hours, and become mundane oil. 
   
   
   
   
   
   
  Spiritual Strike 
  As you strengthen your divine spark, your Spirit Weapon 
  grows in power. Starting at 10th level, once per turn when 
  you hit a creature with your Spirit Weapon, that creature 
  takes an extra 1d8 radiant damage. This damage increases 
  to 2d8 if the target is a fey, fiend, or undead. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Healing Touch 
  At 15th level, you learn to use your divine spark to heal 
  others. You can use Second Wind one additional time 
  between rests. When you do so, you can choose to heal 
  another creature within your reach, instead of yourself. The 
  target of this ability regains 2d10 hit points + your fighter 
  level and is no longer cursed, diseased, poisoned, blinded, 
  or deafened. 
  Spiritual Ascendance 
  At 18th level, your divine spark takes on a life of its own, 
  gaining sentience. If your Spirit Weapon is already sentient, 
  its alignment, personality, ability scores, and properties 
  remain unchanged, and it gains a random minor beneficial 
  property. Otherwise, your Spirit Weapon becomes a 
  sentient magic item with the same alignment as you. The 
  weapon has the following Intelligence, Wisdom, and 
  Charisma scores (assigned as you see fit): 14, 14, 10. The 
  weapon can speak, read, and understand any languages you 
  can. It has hearing and normal vision out to 120 feet. It 
  gains a special purpose determined by the DM and gains a 
  random minor beneficial property. Your weapon can 
  communicate telepathically with you. 
  Divine Oils 
  The oils here are presented in alphabetical order. 
  Oil of Clarity 
  You gain advantage on Intelligence, Wisdom, and 
  Charisma saving throws until the end of your next turn. 
  Oil of Communion  
  For the next 10 minutes, you are considered to be under the 
  effect of the spell tongues. 
  Oil of Discernment  
  For the next 10 minutes, you are considered to be under the 
  effects of the spell detect evil and good. 
  Oil of Flight  
  You gain a flying speed equal to your base walking speed 
  until the start of your next turn. 
  Oil of Grace  
  For 1 minute, you are considered to be under the effects of 
  the spell bless. 
  Oil of Light  
  For the next hour, you shed bright light in a 20-foot radius 
  and dim light in a 20-foot radius beyond that. You can use 
  a bonus action to suppress or reactivate the light. 
  Oil of Protection  
  For the next minute, your AC increases by 1. 
  Oil of Purification  
  When you use this oil, you are cured of one disease or 
  poison afflicting you. 
  Oil of Swiftness  
  For the next minute, your base speed increases by 15 feet. 
  Oil of Truth  
  For the next minute, you know when you hear a lie. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Anointed Knight.pdf