Paladin
Base Class: Paladin

The sole force that drives Delvers is curiosity. They are curious about what used to be, they are curious about what lurks below the surface, they are curious because they know that they will find amazing things. Their patron gods give them the powers to remain safe in the caves, as long as they stay true to the Oath they took.

Curiosity. Delvers possess a strong lust for the rediscovery of things, which drives them to do what they do. A Delver without curiosity is probably pursuing the treasures of the deep for personal gain.

Courage. A Delver must be able and willing to face the horrors of the dark with steadfastness. Because Delvers are brave, they are often the ones willing to go where others are not, and thus the champions of whatever reward awaits.

Insightfulness. Artifacts are sometimes confusing or do not appear to be special. A Delver, however, can recognize the importance and meaning of even a single piece of pottery. They are often the only ones to see and appreciate the true culture of a lost civilization, rather than the amount of gold in the last room.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Gift of Remembering. As as action, you grant a number of creatures equal to your Cha bonus intimate knowledge of various historic subjects. For the next minute, those creatures have expertise in (Intelligence) History and either (Intelligence) Arcana, (Intelligence) Nature, (Intelligence) Religion, (Wisdom) Medicine, or (Wisdom) Survival.

Uncoveror of Secrets. As an action, you gain the ability to uncover secrets. For the next eight hours, you can read all languages and know what language you are reading. Additionally, if you focus on an object for ten minutes, you gain knowledge of for what purpose it was created, and a rough idea of its life story (Three or four sentences, highlighting major events).

Aura of the Explorer

Friendly creatures within 10 ft have resistance to trap damage, and advantage on saving throws to avoid or resist traps. This radius extends to 30 ft at 18th level.

Sands of Time

A faint dusty wind swirls around you. Ranged attacks have disadvantage when targeting you, and you have resistance to damage dealt by creatures less than fifty years old.

Avatar of History

Your body becomes wrapped in swirling sands, and you are lifted off the ground slightly. Odd symbols and patterns can be seen in these sands, as well as noises like laughing, crying, and everything in between, that seem to come from nowhere. History itself comes to your aid. While you manifest the Avatar of History, you gain the following benefits.

  • You cannot be damaged by ranged attacks.
  • When you make a melee attack, the creature you attack suffers an amount of melee attacks equal to your Charisma modifier. The attackers have 16(+3) Str and 14(+2) Dex, and a proficiency bonus of +4. They attack using the same melee weapon that you do. These attacks count as magical.
  • Allies within 60 ft of you gain the benefits of a short rest when you manifest this ability.

Additional Spells

You gain oath spells at the paladin levels listed.

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