Paladin
Base Class: Paladin

You have grown sick of history repeating itself over and over. People refuse to learn from other’s mistakes, and bring destruction from their own overconfidence. Great power lies in many things: artifacts, ancient works, lost history... There are many things far too powerful to risk being seen by greedy eyes. Even those with the best intentions can be deceived or twisted towards power by knowledge too great. The only way to ensure these things can never wreak havoc on the realms is to completely destroy them.

You have sworn an oath to destroy anything that could be misused to great consequence, leaving no trace of its existence.

TENETS OF A LOREKEEPER

Lorekeepers are not upheld to certain virtues, but unarguable conducts.

Guard Truth. Be careful with truth. Should it harm those who would learn of it, keep it from them.

Do not Learn Forbidden Knowledge. Avert yourself from knowledge that could greatly harm the realms. No one should have it.

Rid the Realms of Dangerous Artifacts. Destroy items that could bring great harm, and creatures that carry knowledge of comparable power.

Use your Power Responsibly. Do not abuse the power you gain on nefarious purposes.

Channel Divinity

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

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on the first attack roll against the creature every turn for 1 minute or until it drops to 0 hit points or falls unconscious.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Lorekeeper Spells

PALADIN LEVEL

SPELLS

3rd

command, detect magic

5th

locate object, silence

9th

magic circle, nondetection

13th

banishment, faithful hound

17th

commune, modify memory

Aura of Clarity

Starting at 7th level, you and friendly creatures within 10 ft. are immune to confusion, madness, memory alteration, and passive planar effects (such as Shadowfell despair or alignment based penalties) while you are conscious. Additionally, you and those creatures within 10 ft. can’t be perceived through divination spells unless they individually choose to be.

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

Immovable Will

Beginning at 15th level, you are immune to charm effects and enchantment spells of 6th level or lower.

Arcane Incarnate

At 20th level, as an action, you emanate a legendary aura and become an avatar of great magic. In this state, you gain the following effects for 1 minute:

  • You gain advantage on all saving throws.
  • You can teleport to any space within 60 ft. of you as a bonus action.
  • When you succeed on a saving throw against a spell that targets only you, you reflect it back at the caster.
  • Pick one object you can see or sense the location of in 100 ft. As an action, you focus your divine energy on the object and completely destroy it. You can do this once per use of this feature, and the item can be magical.

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

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