Paladin
Base Class: Paladin

Paladins who take the Oath of Lorekeeping must safeguard knowledge and history. It is their duty to see that historical records, arcane textbooks and philosophical records are kept safe against thieves, arsonists and those that would use such information for terrible means. Such paladins often have a keen interest in the furtherment of knowledge and tend to be learned people. They believe in the importance of fact over fiction, and dislike those who frequently lie. Some may have been charged to guard places of historical import by deities who covet knowledge. Others are tasked with protecting one particular book or tome if such a text contains knowledge of great power that could be misused in the wrong hands.

 

TENETS OF THE LOREKEEPER

The tenets of the Oath of the Lorekeeper charge a paladin to guard all knowledge with vigilance and expand their own understanding of the world.

Studious. To safeguard knowledge, one must first gain a fundamental grounding in arcane and historical literature.

Diligence. Be wary, for there are those who seek knowledge for terrible means. They must not be allowed to succeed.

Observant. Keep a keen eye out for historical artefacts or locations of importance. It may be that such items or places have not yet been discovered, and could be lost to time if missed.

Generosity. Share your knowledge with those that would use it for good, for this is the true meaning of preservation.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Lorekeeping Spells

Bonus Proficiencies

When you choose this subclass at 3rd level, you become proficient in Intelligence (arcana and history) checks.

Channel Divinity

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

Font of Knowledge. You can use your Channel Divinity to momentarily boost your intellectual capabilities. As a bonus action, you grant yourself a +5 bonus to all Intelligence checks for the next 10 minutes.

Understand your Enemy. As an action, you can use your Channel Divinity to gain information about your enemy, allowing you to better exploit its weaknesses. Choose a creature within 30 feet that you can see. You learn that creature's current hit point total, its damage resistances, immunities and vulnerabilities, and its condition immunities. Additionally, for the next minute, when a friendly creature within 60 feet that can hear you and you can see makes an attack against the enemy creature, you can use your reaction to give that creature advantage on the attack roll.

Arcane Knowledge

From 3rd level, your expanded knowledge has granted you access to arcane magic normally outside of your grasp. You learn one cantrip and two spells of your choice from the wizard spell list. You also learn one additional spell of your choice from the wizard spell list at 5th, 9th, 13th and 17th level. Each spell you choose must be of a level you can cast, and they count as paladin spells for you. They are always prepared and don't count against the number of spells you can prepare.

Aura of Cognition

From 7th level, your strengthened mind creates a protective shield against certain effects. You and friendly creatures within 10 feet of you have advantage on Intelligence, Wisdom and Charisma saving throws.

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

Scholarly Aid

From 15th level, you can call upon the spirit of a long-dead scholar to come to your aid. When a creature that you can see within 60 feet casts a spell, you can use your reaction to summon an intangible spirit in an unoccupied space within 30 feet of you. You can choose for the spirit to attempt to interrupt the casting of the spell at this point. If you do, make an ability check with your spellcasting modifier. The DC equals 13 + the spell's level. On a success, the creature's spell fails and has no effect.

Whether or not you choose to interrupt the spell, the spirit stores a copy of the spell at the level it was cast at. The spell must have taken an action or a bonus action to cast for it to be stored successfully. Once during the next minute, you can use a bonus action to cast the stored spell from the location of the spirit. The level at which it is cast is the same level that was stored, and the spell is cast using your spell attack modifier and saving throw.

Once you have summoned the spirit, you cannot do so again until you have finished a long rest.

Loremaster

From 20th level, you can assume the form and knowledge of a master historian and arcane practitioner. As an action, you gain the following benefits for the next minute:

  • You gain resistance to damage from spells.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • All enemy creatures within 30 feet have disadvantage on saving throws against spells.

Once you use this feature, you can’t use it again until you finish a long rest.

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