Base Class: Paladin
“To walk the path of the Seekers is to protect the knowledge that binds our world. We are guardians of ancient magic, safeguarding lost lore from those who would misuse it. Ignorance, not darkness, is the greatest threat to our world. Whether advising kings or exploring forgotten ruins, we stand as both scholars and sentinels, ensuring that wisdom prevails over the unknown.”
— Junifro Maxia
Tenets of the Seekers
A paladin who assumes the Oath of the Seekers swears to uncover and safeguard magical knowledge.
Curiosity. Never be satisfied with surface answers. Always delve deeper to understand the mysteries of the world.
Wisdom. Knowledge is power, but wisdom is knowing how to wield that power responsibly. Seek to understand, not just to know.
Preservation. Protect knowledge from those who would misuse it. Guard ancient secrets and ensure they are not lost to time.
Enlightenment. Share your knowledge with those who prove themselves worthy, but guard against the hubris of those who seek power for power’s sake, they are the real enemy.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Ageless Library. As an action you can gain proficiency in one of the following skills for 10 minutes: Arcana, History, Investigation, Nature, or Religion. During this time you can add double your proficiency bonus to checks made with that skill.
Mystic Insight. As a bonus action, you can use your Channel Divinity to peer into the fabric of magic. For the next 10 minutes, you gain truesight out to a range of 15 feet and can see invisible creatures and objects, automatically detect illusions, and perceive the true form of shapeshifters or creatures transformed by magic.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Seekers Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Seeker of Magic
Beginning at 3rd level, you gain the ability to cast your Paladin spells as rituals, provided that the spell has the ritual tag. Additionally, whenever a Paladin feature requires you to use your Charisma modifier (such as Spellcasting or Aura of Protection), you can choose to use your Intelligence modifier instead.
Aura of Preservation
Starting at 7th level, your presence brings stability to the magic around you. When you or a friendly creature within 10 feet of you is subjected to an effect that would end a spell or disrupt concentration(such as Counterspell, Dispel Magic, or a failed concentration check), you can use your reaction to force the saving throw or ability check to be rerolled. You can do this an amount of times equal to your proficiency bonus and regain all expended uses on a long rest.
At 18th level, the range of this aura increases to 30 feet.
Arcane Archive
Starting at 15th level, you can safeguard spells and knowledge for future use in your mind palace.
Whenever you see a spell being cast within 60 feet of you, you can use your reaction to memorize the spell. If the spell is of a level for which you have spell slots and is not already on your spell list, you can store it in your Arcane Archive.
You can have a number of spells stored in your Arcane Archive equal to your Intelligence modifier (minimum of 1). If you already have the maximum number of spells stored and wish to memorize a new one, you must choose one stored spell to replace with the new spell.
You have an amount of Knowledge Pages equal to your proficiency bonus. When casting a spell from your Arcane Archive, you can expend any number of these pages to inscribe the spell into them and create a temporary spell slot of that level. The temporary slot is then used to cast the stored spell as per the general rules and the pages are expended. You regain all pages when you finish a long rest.
Alternatively, you can cast a stored spell by expending a spell slot of the appropriate level, treating it as if it were on your spell list.
Sage’s Insight
At 20th level you can open your third eye, calling upon the ultimate understanding of the magic world and the Weave. As a bonus action, you gain the following benefits for 1 hour:
- You are under the effects of a detect magic spell and automatically see the magical aura and learn its school of magic without requiring an action.
- You gain immunity to psychic damage and effects that would sense your emotions, read your thoughts, or detect your location.
- You have advantage on all Intelligence checks, and any roll of 9 or lower on such checks counts as a 10.
- Once during this minute, you can cast any spell of 6th level or lower from the wizard spell list without expending a spell slot.
Once you use this feature, you can’t use it again until you finish a long rest.
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