Base Class: Paladin
The Oath of Lost Kingdoms does not commonly have paladins in the temples of large cities or those of the country. Paladins that follow this oath do so in order to find and protect the citizens, artifacts, and ideals of the kingdoms that they call home and revere. Over the course of history countless kingdoms have risen, prospered, and then fallen to some cataclysm or the burden of time itself reducing them to dust from their grand glory. Those that follow the Oath of Lost Kingdoms remember the times when the towers shone brilliantly beneath the sun and the names of its heroes and leaders were known across the land.
Heirs to noble bloodlines, warrior historians that wish to uncover and protect ancient secrets, and members of long-lived races tend to be the ones drawn to the Oath of Lost Kingdoms and trying to protect and embody the ideas of lands that risk being lost. Also, intelligent undead that bear the mantle of paladin often follow this oath in order to remember the worlds that made them what they are.
Tenets of Lost Kingdoms
A paladin that who takes this oath has these tenets of the past guide them into the future.
Find and Protect the Lost Kingdom. Locating the lands, temples, and castles that still stand from the past is the highest priority to these paladins. Once located these areas must be protected so that information there can be preserved and studied.
Knowledge is the Sharpest Sword. Knowledge can allow the defeat of superior forces. Destroying knowledge is like neglecting your equipment: both can get you killed.
Instruct the Modern to Know the Past. Pass on the ideals you carry and knowledge you discover to those that you encounter. This is the surest way to bring a fallen empire back to life within the current age.
Needless Death Rots History. Death and destruction without good reason is the surest way to bog yourself down and descend into failure and obscurity. However, violence can also be required to find and protect what you seek, so do not fear it.
Oath of Lost Kingdoms Features
|
Paladin Level |
Feature |
|
3rd |
Oath Spells, Channel Divinity |
|
7th |
Aura of Revelation (10 ft.) |
|
15th |
Kingdom Secrets |
|
18th |
Aura of Revelation (30 ft.) |
|
20th |
Timeless Guardian |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity Options. See the Sacred Oath class feature for how Channel Divinity works.
Inspired Investigation. You can use your Channel Divinity to augment your abilities to locate clues and details of importance. As a bonus action, you grant yourself a +5 bonus to Intelligence (Investigation) checks for the next 10 minutes.
Disable the Guardians. You can use your Channel Divinity to disrupt the operation of the guardians of ancient ruins. As a bonus action, all Constructs within 30 feet of you must make a Wisdom saving throw. On a failed save, a construct is stunned for 1 minute. The stunned creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
|
PALADIN LEVEL |
SPELLS |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Aura of Revelation
Starting at 7th level, the divine energy around you can reveal what others wish to remain unseen. Any invisible creatures or objects within 10 feet of you become visible while they remain within the aura. Should the creature or object leave this aura and the effect that granted it invisibility is still active, it once again becomes invisible.
At 18th level, the range of this aura increases to 30 feet.
Kingdom Secrets
Starting at 15th level, the intimate connection you form with the knowledge of lost kingdoms can provide additional insight to your actions moving forward. Every time you complete a long rest you gain three Kingdom Secret Charges. Any time before making an attack, ability, or saving throw roll, you may expend a Kingdom Secret Charge to grant yourself advantage on that roll. This choice must be made before any dice are rolled.
Timeless Guardian
At 20th level you gain the ability to become a conduit linking the former majesty of the lost kingdoms to the present. Tapping into this connection causes your appearance to change as you choose. For example, your skin and hair might transform into the smooth marble of a statue, or flowing strips of gold and silver might dance around your form with a will of their own.
As an action, you can magically become a conduit for these temporal powers, gaining the following benefits for 1 minute:
- Your movement speed is doubled
- You gain a +2 bonus to AC
- You have advantage on Dexterity saving throws
- You gain an additional action on each of your turns that can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Once you use this feature, you can’t use it again until you finish a long rest.







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