Base Class: Paladin
As society progresses and the world changes, ancient threats occasionally resurface from the dusty crevices of history. The Oath of The Keeper calls on paladins who seek to fight the sins of the old world so that life may continue on, and learn from its mistakes. While these paladins fight old liches and crazed ancient outsiders, they also work to preserve history alongside of the natural order. Often referred to as Keepers, these warriors often swear this oath to gods of knowledge, protection, time, and other domains coinciding with worldly progress.
While Keepers are often more studied than their fellow paladin cousins, they do not withhold the knowledge they gain. Keepers often treat museums and educational institutions like most would treat a temple. The ability to share knowledge and history is one of the best methods to stave off the dangers of the past. Another equally effective method, is to seek out and destroy these threats before they can ever awaken or return.
Tenets of The Keeper
The tenets of the Oath of The Keeper move a paladin to act against ancient evils, and to learn about the times they hail from.
Punish the wicked, not their tools. Though beings of old may be wicked and cruel, History itself is not. To burn old banners is to burn away the lessons it could have taught.
Delve deep into the past. Seek out old ruins, dungeons, and landscapes. Recover and record the history that lies within.
Share the wealth of knowledge. Knowledge is scripture, and is meant for everyone.
Preserve the natural order. Time is a constant and must remain as such. Those who are born in their time, must live and die within it.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of The Keeper Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of The Keeper Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Zephyr Strike, Comprehend Languages |
| 5th | hold person, silence |
| 9th | haste, slow |
| 13th | Death Ward, Divination |
| 17th | Hold Monster, Reincarnate |
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.
Aio's Loop. Select a target that you can see. When you use the attack action you gain an additional attack against that target. If the target is slain, you may use your bonus action to select a different target. This effect last for 1 minute.
Invaders Foley. Each creature that is an Aberration, Celestial, Fey, Fiend, or Undead within 30 feet of you that can hear you must make a Wisdom saving throw against your spell save DC. If they fail, they have disadvantage on all of their saving throws. This effect last for a minute, or until the creature makes the save.
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for the creature.
Aura of Distortion
Starting at 7th level, blur yourself within afterimages of alternate timelines and realities to turn the tide of battle to your favor. You constantly emanate an aura that can disrupt the reality around you, temporarily melding with others while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If a creature makes an attack against you or an ally within the aura, the creature makes the attack roll at disadvantage. If the creature has Blindsight or Truesight, it bypasses the aura's effect.
At 18th level, the range of this aura increases to 30 feet.
Time's Favor
Starting at level 15, you gain access to swap small events with converging timelines. You may reroll an ability check, saving throw, attack roll, or death saving throw 3 times per long rest.
Scion of Time and Space
At 20th level, you gain the ability to tap into the magical flow of the world. The laws of nature become yours to command for a brief time. As an action, you can magically become a Scion of Time and Space, gaining the following benefits for 1 minute:
- You can now hover at will.
- Your movement is now replaced with a teleport equal to your move speed.
- You gain a 60ft anti-magic vision con. Any hostile creature caught within the field cannot cast spells or use magical items while in the field.
Once you use this feature, you can’t use it again until you finish a long rest.
Comments