Base Class: Paladin
The Oath of the Seeker is not the most common among Paladins. Paladins that take this Oath are generally afflicted by their own curiosity and way of thinking. As they devote themselves to their own beliefs, they set on a path which they believe will get them closer to their ideals. Enduring any hardship that comes their way is a step closer in their journey.
Tenets of the Seekers
The tenets of the Oath of the Seeker are scarce as every Seeker has his own belief of what they can do in order to reach their deity. They are mere guidelines that every Seeker agreed to respect on their journey.
The Journey. "Never lost, always found" a common saying among Seekers.
Shelter the Faithful. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Selfless Reminder. You may seek knowledge and power, but never forget your way and where you began. Help those around and lost will you never be.
Stepping Stones. Be a glorious beacon for all who live in despair. Every hardship you endure is a test to your faith, overcoming it means being closer to your goal. Remain steady. Good luck Seeker.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Spirit of the Seeker. As an action you can summon forth a spirit to aide you in your endeavors. This is the spirit of a past Seeker who has fallen on his journey and now helps those on their own. It takes the form of a physical luminous guardian and has the stats as descripted in the Knight spreadsheet (https://roll20.net/compendium/dnd5e/Knight#content).
This summon has a total range of 15ft with you as the center and must remain within 120ft of you. It lasts for a total of 1 minute.
If it runs out of time or his HP is reduced to 0, it vanishes.
As a bonus action on your turn, you can move the Knight up to its speed and use it's actions against a creature.
(For flavor purposes, ask your DM) - You can always summon the same Knight, or summon one differently everytime, or switch between a couple of them. Also decide if they can speak, ultimately shaping your adventure, or if they're mute. Should they speak, they're to be enacted by your DM (Good Luck Seeker).
Seekers Asylum. Whenever a harmfull magic that you can see comes your way, or your allies within 30ft of you, you can spend your reaction to create a dome of light (15ft sphere) that will absorb the incoming damage, splitting it among the occupants inside it. You and the occupants ignore the spell save DC.
If there is only a sole occupant inside the dome, it will immediatly take half-damage.
Spells that require a target outside the dome cant traverse it from the inside (ex: firebolt)
The dome will last until the start of your next turn.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
Guiding Hand*, Hellish Rebuke |
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Aura of Impediment
Beginning at 7th level, you can read the flow of the path that you follow. You and friendly creatures within 10 feet of you resist difficult terrain. Specifically, allies within 10 feet of you dont provoke attacks of opportunity.
At 18th level, the range of this aura increases to 30 feet.
Deity's Overrule
Starting at 15th level, when you are reduced to 0 hit points you become the embodiment of your creed, clad in your deity's form (Armor and Weapon). You regain half your maximum hit points, you gain immunity to radiant damage (necrotic if evil) and are resistant to all types of damage or attempts at being controlled (eg: such as charm, fear, mind control). Your body is now controlled by your deity's judgement, during this time, your Improved Divine Smite effect is doubled, any spell cast attempt can only be used to Divine Smite (the damage reflects the spell slot spent).
This condition lasts until:
Theres no longer a threat in the vicinity or your HP is reduced to 0 once more;
Either way, when any of the conditions are met, you suffer the condition of exhaustion at fifth level. (Consult your DM on an appropriate level of exaustion.)
Seeker Champion
At 20th level, hardened by your beliefs, you can invoke forth your deity's glory and power. For one minute, you gain the following benefits:
- Your armor and weaponry become imbued in your deity's light granting you temporary Hit Points (Paladin level + Charisma Mod + Proficiency).
- You are immune to radiant damage and resistant to all types of damage, including attempts at being controlled (such as Charm, fear, mind control).
- Your channel divinity "Spirit of the Seeker" attacks will apply the Improved Divine Smite feature and your "Seekers Asylum" will block incoming damage.
- When you take the Attack Action, you can teleport up to 15ft to your target.
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