Paladin
Base Class: Paladin

Lorekeepers swear a solemn oath to seek out and defend the vast knowledge of centuries past. These paladins preserve the myths of all of the peoples of the realms and carry forth their ancient wisdom into the future. They make sure no cultures fades to obscurity and punish any who would attempt to erase their stories. Some of these paladins cloister in libraries and museums, keeping careful watch over tomes and artifacts. Others journey forth and delve into sites of ruin. Whether they preserve this knowledge for public good or a selfish search for power, lorekeepers believe that the greatest injustice is to ignore the teachings of the past.

TENETS OF THE LOREKEEPERS

The lorekeepers are required to scribe their tenets one thousand times before officially swearing their oaths.

Knowledge is Power. Everything you learn about the past is a tool to help you in the future.

Gone, but not Forgotten. The ancient civilizations of this world have died out. Through us they can live on.

Leave no Stone Unturned. Every piece of history is worth keeping, no matter how hard it is to find it.

Oath Spells

3rd-level Oath of the Lorekeepers Feature

You gain oath spells at the paladin levels listed in the Oath of the Lorekeepers Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Lorekeepers Spells

Channel Divinity

3rd-level Oath of the Lorekeepers Feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Decipher. You can use your channel divinity to decode ancient scripts and riddles. As an action, you present your holy symbol and touch a page, inscription, or another form of text. You can understand the literal meaning of the words, and you can automatically decode any ciphers or figurative language contained within it. In addition, if the object you are touching has any text or imagery hidden by magic, you automatically see through any of those illusions.

Weapon of Myth. You can use your channel divinity to call forth the echo of a mythic armament you have studied. As a bonus action, you can invoke its name to focus some of its power into a melee weapon you are holding. For the next minute, the weapon becomes magical if it isn't already, it sheds bright light in a 10-foot radius sphere around you, and your attacks with it score a critical hit on a roll of 19 or 20.

Aura of Enlightenment

7th-level Oath of the Lorekeepers Feature

While you are conscious, you exude an enlightening aura, inspiring genius to flourish in your presence. When you or any creature of your choice within 10 feet makes an Intelligence check, that creature gains a bonus to that check equal to your charisma modifier.

At 18th level, the range of this aura increases to 30 feet.

Scroll Translator

15th-level Oath of the Lorekeepers Feature

You have learned to translate some powerful lost magic, like a wizard would copy spells into their spellbook. When you find a spell scroll of 1st level or higher that is not a paladin spell, you can attempt to translate it, if it is of a spell level you can prepare. For each level of the spell, this process takes 2 hours and costs 50 gp. At the end of this process, make a an Intelligence (Arcana) check with a DC equal to 15 plus the level of the spell. If you succeed you create a translated scroll, and you can add that spell to your list of oath spells. Like your other oath spells, it is always prepared and it counts as a paladin spell for you. You can have a number of additional oath spells in this way equal to your proficiency bonus, and you can remove any spells added this way whenever you translate a new scroll.

Master of Ten Thousand Techniques

20th-level Oath of the Lorekeepers Feature

Years of study of ancient warriors has culminated in your mastery of 10,000 techniques, which you can use together in battle. As a bonus action, you gain the following benefits for one minute:

  • You can Dash, Disengage, Dodge, Help, or Hide as a bonus action on your turn.
  • You know every maneuver available to the Battle Master Archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC is your spell save DC.
  • If a maneuver requires you to expend a superiority die, you can instead roll a d8, and use that instead of expending any superiority dice. As usual, you can only use one maneuver per attack.

Once you use this feature, you can't use it again until you finish a long rest, unless you use a 5th-level spell slot to use it again.

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