Paladin
Base Class: Paladin

Though the exact words and strictures of the Oath of the Forgotten vary, paladins of this oath share these tenets.

Open Minded, for some a stranger is just a friend you haven’t met, for you a stranger could be a friend you have forgotten. Approach each new experience with an open mind.

Seeker of Knowledge, always strive to replace what was lost, either through seeking out the knowledge and memories you once had or by embracing new knowledge and experience

Never Look Back, What’s done is done and cannot be undone, take each day as it comes and strive to make it better than the last

Self Care and care for others, Seek out others with similar afflictions and help them come to terms and move forward, but remember to look out for your own needs as well

Channel Divinity

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

  • Spark of Memory. You can use your Channel Divinity to grant yourself a brief glimpse at the knowledge you once had. As a bonus action you grant yourself a +5 bonus to all knowledge (Int) checks for the next 10 minutes

Clear The Mind. You can use your Channel Divinity to help others who have been afflicted by mind altering effects. As an action you present your holy symbol and speak a prayer for clarity of mind. Each creature of your choice that can see or hear you within 30 feet of you may make an additional saving throw against any charm effect they are under the influence of. This saving throw is made at advantage.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Forgotten Spells

Aura of Mental Fortitude

Starting at 7th level, you and friendly creatures within 10 feet of you gain advantage on all Wisdom saving throws while you are conscious.

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

Mental Backlash

When you reach 15th level you can turn the gap in your memory outwards as a defence mechanism. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to cause the attacker to be stunned until the end of their next turn, as they briefly forget everything they were doing and why they were doing it. 

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest

Mental Fortress

At 20th level, you gain the ability to shield your mind from all outside influence. As a bonus action you gain the following benefits for 1 minute: 

  • You gain truesight with a range of 120 feet.
  • You are immune to psychic damage, any effect that would sense your emotions or read your thoughts, divination spells, and the charmed condition as if under the effects of a Mind Blank spell. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
  • When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is under the effects of the Confusion spell until the end of their next turn. 

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