Base Class: Paladin
Tenets of The Keepers
Bear the Sword - The Sword Represents The Mind. Sharpen your mind as you would sharpen your blade, it is your greatest weapon against your enemies.
Bear the Shield - The Shield Represents The Body. Defend the mortal plane and its realms against those who seek to lay it low.
Bear the Torch - The Torch Represents The Spirit. Shine a light in the dark places of the world and eliminate ignorance where it is found.
Bear the Tome - The Tome Represents Knowledge. Gather and preserve the knowledge and secrets of civilization to guard against a coming dark age.
Paladins who vow the Oath of The Keepers are the right hand of Ioun. The Keepers are a smaller and less famous group than their siblings at the Cobalt Reserve and their ranks never number more than fifteen worldwide. While the monks of the Reserve seeks to maintain balance in terms of mundane crises and the matters of statecraft the Keepers watch at the boundary between the planes for extraplanar invaders who seek to corrupt the mortal plane and drag it into darkness of evil and ignorance. While these enemies may easily corrupt or destroy most mortal soldiers the Keepers hone their entire being, mind, body, and spirit, in order to become Ioun's Shield for the mortal plane. Paladins who follow the Keepers’ oath are ever vigilant in spotting the influence of extraplanar forces and do rely from time to time on the network of spies and operatives maintained by the Cobalt Reserve. The Keepers bring light to the dark places of the world, shield the denizens of the mortal plane from extraplanar attack, and work to gather and preserve knowledge to ensure the continuation of civilization in the event of a second calamity. Ioun, The Knowing Mentor, commands all her followers to unmask those who would destroy her and learn their secrets before unveiling them to the world, to uphold and teach the importance of reason, perception, and truth in guiding one’s emotions and path, and to condemn those who lie without moral cause, for evil folk gain power when their followers obscure the truth. A Keeper never stoops to the level of selfish liars.
** Creator's Note ** These are my personal tweaks to the UA Oath of The Watcher, mixed with some Exandria flavor and some references to Brandon Sanderson's Mistborn series. It is still basically the UA Oath of The Watcher but with a tweaked Oath Spells List and a slightly changed 15th Level Ability.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Preserve the Friend. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, all the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
Ruin the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each elemental, fey, fiend, or aberration within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of The Keepers 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 |
Aura of Bronze
You emit an aura of wakefulness while you aren’t incapacitated. When you and any creature of your choice within 10 feet of you rolls initiative, you each gain a bonus to initiative equal to your Charisma modifier (minimum of +1).
Additionally, you can no longer be put to sleep by magical means.
At 18th level, the range of this aura increases to 30 feet.
Keeper's Barrage
You’ve learned how to keep up the pressure on your enemies, even if they believe they have got the upper hand on your or your allies. Whenever an opponent that you can see within 30 feet of you succeeds on a saving throw against a spell or ability, you can use your reaction to deal 2d8 + your Charisma modifier force damage to that opponent.
Champion of Harmony
You manifest a spark of your deity’s power in defense of your sacred oath. As a bonus action, you gain the following benefits for 1 minute:
- You gain truesight in a 120-foot radius.
- You have advantage on attack rolls against elementals, fey, fiends, and aberrations.
- When you hit a creature with an attack and deal damage to it, you can also force it to make a Charisma saving throw. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours.
Once you use this bonus action, you can’t use it again until you finish a long rest.
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