Paladin
Base Class: Paladin

If we do not care about our past, we cannot hope for the future.

 

Silence ensures that history will repeat itself. It is the duty of those who take the Oath of Legends to make noise. To tell the world of the tales of those who came before. The triumph of triumphants and the failure of failures. From the wars and battles, to the art and beauty. It is the duty of those who take the Oath of Legends to teach the world to wield a lexicon of association.

The Paladins of the Oath of Legends have an advanced understanding of history. With the help of the god(s) they serve, they can recall a seemingly endless amount of legends from throughout history. By preserving old texts, books, tomes, records, and even ancestries, they secure the preservation of history while preserving lost tales by telling the world the stories within them. In their worldview, truth is worth more than fiction and those bent on bending the truth are detested.

Some Oath of Legends Paladins have been entrusted with protecting collections of historical records. Others have been given guidance to guard a specific book full of knowledge that can be manipulated, or to keep a descendant of an ancient hero alive in an effort to preserve their lineage. Others have been tasked with seeking lost stories, or spreading found stories to the common man.

Tenets of Legends

Preserve. A people without the knowledge of their past history, origin, and culture is like a tree without roots. Protect history at all costs. The good and the bad are equally crucial to maintain a solid foundation.

Apply. If history repeats itself, and the unexpected remains, how incapable must man be of learning from his mistakes? Knowledge without application is lavish and pointless. Learn from what you've learned. Take lessons from those who couldn't.

Verify. Tell a lie once and all your truths become questionable. Eliminate any untruth, before it spreads like wildfire and corrupts the truth. Protect your words as to not spread any untruths.

Entrust. Each story is a key to unlock another's prison. It is unrighteous to keep knowledge to yourself. However, be careful to not give manipulatable knowledge to those willing to bend it to their will.

Channel Divinity

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

Aegis of Blinding Light. You can use your Channel Divinity to manifest light energy into a force field. As an action, you can envelop a creature with light for 1 minute. Attacks made against the creature are made with disadvantage, and any creature that moves within 5 feet of the creature are blinded until the end of their next turn. In addition, the creature sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Completely covering the creature with something opaque blocks the light.

Evoke Insight. You can use your Channel Divinity to recall memories of the Legends of Old. As an action, choose one creature that you can see. You can learn certain information about it and its capabilities. If the creature has a known name, you learn it's name. If the creature has any resistances or immunities, the DM will inform you of a single resistance or immunity, at random. You may also choose two attributes from the list below. The DM will tell you the status of those attributes based on its tier.

  • Strength: 1-5 Pitiful, 6-10 Poor, 11-15 Adequate, 16-20 Reputable, 21-25 Epic, 26+ Legendary
  • Dexterity: 1-5 Pitiful, 6-10 Poor, 11-15 Adequate, 16-20 Reputable, 21-25 Epic, 26+ Legendary
  • Constitution: 1-5 Pitiful, 6-10 Poor, 11-15 Adequate, 16-20 Reputable, 21-25 Epic, 26+ Legendary
  • Intelligence: 1-5 Pitiful, 6-10 Poor, 11-15 Adequate, 16-20 Reputable, 21-25 Epic, 26+ Legendary
  • Wisdom: 1-5 Pitiful, 6-10 Poor, 11-15 Adequate, 16-20 Reputable, 21-25 Epic, 26+ Legendary
  • Charisma: 1-5 Pitiful, 6-10 Poor, 11-15 Adequate, 16-20 Reputable, 21-25 Epic, 26+ Legendary
  • Armor Class: Below 9 Pitiful, 10-13 Poor, 14-17 Adequate, 18-20 Reputable, 21-25 Epic, 26+ Legendary
  • Maximum Health: 1-20 Pitiful, 21-50 Poor, 51-100 Adequate, 101-200 Reputable, 201-400 Epic, 401+ Legendary

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Legacy Spells
Paladin Level Spells

3rd

comprehend languages, identify

5th

enhance ability, warding bond

9th

beacon of hope, counterspell

13th

death ward, guardian of faith

17th

contact other plane, hallow

Parable Weaver

Starting when you take this oath at 3rd level, you gain proficiency in History. If another feature would give you proficiency in History, you would gain Expertise.

Whenever your party takes a short or long rest, you may tell a story of the legends of old. The words you weave are imbued with guiding magic to help your allies in their quests. Choose amongst the stories below. Every creature that can hear and comprehend your words are given the effects of the story.

Tale of the Artisan

You weave a story of a master of his craft. Whether it was a carpenter, a painter, or even a lutist or dragon chess master, this legend of history defined what it meant to be what they were. Any creatures that hear this story gain +2 to any tools they are proficient with until their next short or long rest.

Tale of the Charmer

You weave a story of a master smooth-talker. This person was able to convince a guard to take the blame for a crime, or convince a shopkeeper to pay them to take their product, or talk down a goliath with anger issues. There was no problem that wasn't solvable with a careful weaving of words. Any creatures that hear this story gain +2 to Charisma (Deception) and Charisma (Persuasion) checks until their next short or long rest.

Tale of the Martyr

You weave a story of a martyr. This person sacrificed himself for the betterment of the world. He fought until his very last breath to ensure those that he loved were protected, and that justice and peace could come to the world. Once before their next short or long rest, any creature that hears this story can, as a reaction, roll a d6. Their AC is increased by the amount rolled until the end of their next turn.

Tale of the Prowler

You weave a story of a master of stealth. The shadows were home to this individual. Take your eyes off of them for even a second and they'd be gone. And don't bother locking your doors, there was no lock made that they couldn't pick. Any creatures that hear this story gain +2 to all Dexterity skill checks (Acrobatics, Sleight of Hand, and Stealth), and Thieves' Tools until their next short or long rest.

Tale of the Marksman

You weave a story of the ultimate sharpshooter. Stories told of hitting an apple on their spouse's head from a mile away on top of a mountain. Splitting their own arrow wasn't the pinnacle of their ability, it was something they did when they were bored. Once before their next short or long rest, any creature that hears this story can give themselves advantage on any attack roll.

Tale of the Detective

You weave a story of a master Investigator. A sleuth like no other. They could find a needle in a random haystack in a region. The tiniest of information was enough to get him from knowing nothing to knowing the entirety of the order of events. Any creatures that hear this story gain +2 to Intelligence (Investigation) and Wisdom (Perception) checks, as well as +2 to their Passive Investigation and Passive Perception scores, until their next short or long rest.

History Expertise

You gain Expertise in History. If another feature does not give you proficiency in History, choose the Proficiency option.

History Proficiency

You gain proficiency in History. If another feature would give you proficiency in History, choose the Expertise option.

Lore Keeper

Beginning at 7th level, as an action, you may cast Legend Lore without expending a spell slot. If you do, the cast time is instant. You may also spend 1 hour casting Legend Lore without expending a spell slot. If you do, the material components used are not consumed with the spell. You may use this ability once per long rest.

Guiding Light

Starting at 15th level, you gain the ability to call upon the light to guide your way. You may use this ability in 2 ways.

You may, as an action, call upon the light to guide your path. A dim light trail hovers in the correct path for you to achieve your goal. The light extends up to 500ft, and will last up to an hour. You may use this ability once per long rest.

You may, as a bonus action, call upon the light to guide your sight. A bright light envelops a weapon that you can see within 60ft. Any attacks made with that weapon gain +5 to hit. The light lasts 1 minute before fading. You may use this ability once per long rest.

Avatar of Champions

At 20th level, you can assume the form of a champion of the realm. Once per long rest, as a bonus action, you may expend your channel divinity to transform into the bodily form of a legend of old. You gain abilities based on the type of champion you choose. You also gain the champion's weapon, armor, and shield (if any). You gain proficiency and immediately attune to any and all equipment you gain in this way. This ability lasts until the end of your next turn.

Warrior

As you turn into a warrior champion, the ground beneath you quakes. Any creature within 15 feet of you must make a DC 15 Dexterity saving throw or take 2d6 bludgeoning damage.

As a warrior champion, your Strength score maximum is increased to 24, and your Strength score is increased to 24. For the duration of this form, you gain 100 Temporary Hit Points. You can attack three times, instead of twice, whenever you take the Attack action on your turn, and whenever you hit with an attack, you may cast Divine Smite at 1st level without expending a spell slot.

Any remaining temporary hit points once the form fades are removed.

Mage

As you turn into a mage champion, a bolt of lightning strikes you. Any creature within 15 feet of you must make a DC 15 Dexterity saving throw or take 2d6 lightning damage. You immediately teleport 15 feet into the air and gain 30ft of flying speed.

As a mage champion, your Intelligence score maximum is increased to 24, and your Intelligence score is increased to 24. For the duration of this form, you may use Intelligence as your spellcasting ability. Spells you cast with this ability do not consume spell slots. You also gain access to 2 additional spells of the DM's choice from the champion's spellbook. If you use your action to cast a leveled spell, you may cast a cantrip as a free action.

As the form fades, you gain the effects of the Feather Fall

Archer

As you transform into an archer champion, a flurry of knives emanate from your position. Any creature within 15 feet of you must make a DC 15 Dexterity saving throw or take 2d6 piercing damage. You immediately teleport up to 60 feet in any direction to an unoccupied space of your choice.

As an archer champion, your Dexterity score maximum is increased to 24, and your Dexterity score is increased to 24. For the duration of this form, you loose the ability to attack twice with an action. You gain the elven accuracy feat, and any attack you make with a ranged weapon is made with advantage. Any attacks that hit are counted as critical hits, regardless of the roll. You may also use Divine Smite on the ranged attack, and if you cast Divine Smite, you may treat it as a level higher than the spell slot consumed.

Cleric

As you transform into a cleric champion, bright light radiates from you. Any friendly creature within 30 feet of you gains 2d6 temporary health points and gain the benefits of the Bless spell. Any other creatures within this range must make a DC15 Wisdom Saving throw or fall under the effects of the Bane spell. You levitate a few inches from the ground. You do not trigger pressure plates, are unaffected by any ground based effect, can cross liquid surfaces, and you gain the effect of the Feather Fall spell.

As a cleric champion, your Wisdom score maximum is increased to 24, and your Wisdom score is increased to 24. For the duration of this form, you may use Wisdom as your spellcasting ability. You may cast the Heal spell at 6th level, or Mass Cure Wounds at 5th level, as a free action, once per turn, without expending a spell slot.

As the form fades, any creatures still under the effect of Bane or Bless lose those effects.

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