Paladin
Base Class: Paladin

The Oath of the Forgotten is an alternative option for good aligned Oathbreakers. This is an oath that is sworn to yourself, that you will reclaim what is lost. The Oath of the Forgotten is an oath of reclamation. Discovery, and rediscovery. Your duty has been forgotten once. You will reclaim it.

Tenets of the Forgotten

The tenets of the Forgotten are contradictory, just as those paladins who follow it. It is each paladin's fate to both respect mystery and to brush it aside. 

Accept What Is Unknowable

Some things were meant to be forgotten. Remember that everyone has their reasons for burying secrets. Some are better than others.

Revel In Discovery

Kicking over the rocks that hide secrets is both rewarding and your duty. Bringing the forgotten to light is what you were meant to do.

Atone For The Lost

For every ideal and life left behind, remember them. For everything forgotten, make it right.

Seek The Truth 

There is an excuse that people give for forgetting, and there is a real reason. Find it.

Never Forget

Your sins are yours to bear. Do not lay them down.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Forgotten Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Forgotten Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

In Remembrance. As an action, you present your holy symbol and say a short prayer. One creature that you designate within 30 feet must make a WIS saving throw against your Paladin spell save DC. On a failure, they are wracked with pain as they forcibly recall every evil thing they have ever said or done. Your target takes 1d4 Psychic damage per level of their CR, or character level, and is stunned until their next turn. If the target succeeds on their save, they take half damage and are not stunned. 

A creature the DM considers "unrepentant" has advantage on this save, whereas a creature the DM considers "guilt-ridden" has disadvantage.

Turn the Liar. As an action, you can command that no secrets be hidden within your presence. You become aware of any creature who willfully tells a lie within 10 feet of you for the next minute. How you become aware of this is up to you, whether they glow to your eye, smell wrong, the lies whistle, etc. 

As a bonus action while this effect is active, you can choose to identify this liar and force the creature to make a CHA saving throw. On a success, your Channel Divinity ends. On a failure, that creature can not speak for one minute, can not move any closer to you willingly, and has disadvantage on any attack roll, ability check, or saving throw while within your line of sight for the duration.

Aura of Silence

Starting at 7th level, you project an aura of nondetection to keep hidden that which must remain buried. All creatures within 10 feet of you, including yourself, are immune to divination magic unless you choose otherwise. 

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

Never Forget

Starting at 15th level, your commitment to regaining what is Forgotten is so great that not even death can hold you at bay for long. If a spell, such as raise dead, has the sole effect of restoring you to life(but not undeath) the caster doesn't need material components to cast the spell on you.

Furthermore, you are unable to become undead. If a spell or effect would transform you into an undead creature, it instead restores you back to life. 

Uncloak

At 20th level, you are able to don the Uncloak. A powerful wave of divine magic that allows you to see all, and keeps no secrets from you. As an action, you grant yourself the following effects for one hour. 

  • All intelligence(investigation) and wisdom(perception) checks you make have a +15 modifier.
  • The spell detect thoughts has a casting time of a bonus action and does not require a spell slot to cast. Furthermore if the target succeeds their check to stop you from probing deeper, they do not recognize you as the caster.
  • You are immune to charm effects.
  • You have Truesight for a 100ft. radius and Blindsight for a 10ft. radius.

You may use this feature once per long rest.

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