Base Class: Paladin
The Oath of the Seeker is sworn to the ideals of truth and discovery. The paladins who swear this oath dedicate themselves to serving a higher purpose, to find the truths hidden away by heretics, the liars and deceivers of the multiverse. These paladins are wanderers, ever seeking knowledge that will guide them forward in their path to enlightenment. Often, paladins who swear this oath are members of secret orders, or scholars, often protecting grand libraries and hidden vaults.
Channel Divinity
Protect the Honest. When a you, or a creature you can see within 30 feet of you makes a Charisma, Intelligence, or Wisdom saving throw you can use your Channel Divinity to grant a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the Saving Throw succeeded or failed.
Banish Deceit. As an action, you present your holy symbol and speak a prayer of veracity, using your Channel Divinity. All illusions, enchantments, and illusory magical effects are suppressed within 30 feet of you for the next minute. Additionally, any shapechangers within the area at the time of your prayer, or that enter the area, must succeed on a Wisdom saving throw, or have their true form revealed.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Seeker Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Psychic Sentinel
Starting at 7th level, you exude an aura of righteousness, shielding your allies from those that would manipulate them. Whenever a creature within 10 feet of you is forced to make a Charisma, Intelligence, or Wisdom saving throw, you can use your reaction to magically redirect the effect to target yourself, as opposed to the original creature. You must choose to use this ability before the original target rolls their saving throw.
At 18th level, the range of this aura increases to 30 feet.
Rebuke the Deceitful
Starting at 15th level, you’ve honed your skills to the extreme, and seek out the liars and deceivers of the world. You have advantage on Insight, Investigation, and Perception checks. Creatures within 30 feet of you have disadvantage on deception checks. Additionally, whenever you catch a creature failing a deception check, you may use your reaction to bring light to their deceit, dealing 1d8 psychic damage.
Herald of Revelations
At 20th level, as a bonus action, you can connect your soul with a spark of primordial chaos, the foundation of all things, the Truth. You gain the following benefits for 1 minute:
You gain truesight with a range of 120 feet.
You are immune to the blinded, deafened, and silenced conditions.
You act as the center for the effects of a Zone of Truth spell, and creatures within 15 feet of you have disadvantage on saving throws to resist these effects.
Whenever you strike a creature with an attack, you can attempt a Charisma check with proficiency to remove one magical effect upon the creature as if you cast Dispel Magic. You are aware of what effect you are attempting to remove, and if there are multiple effects, it is chosen randomly by the DM. If there are no magical effects to dispel, then the creature takes an additional 3d8 psychic damage as part of the attack.
If you wish to impose this effect on a creature without injuring it, you can attack the creature by simply touching it, dealing no damage on a hit.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Comments