Paladin
Base Class: Paladin

Paladins that take to the Oath of the Keeper are sworn protectors of knowledge, warriors vowed to guarding sanctuaries of secrets, temples and libraries brimming with lore, history and magic. Alternatively, you may be tasked with finding such a place, a long lost library or vault of ancient magical artifacts, rather than guarding it against all harm. 

Perhaps you are simply religious, a follower of Mystra, Hecate or Ioun; maybe you were a guard in a temple to a shrouded entity of secrets and you came into contact with them or with one of their magical artifacts, or perhaps you are nothing more than a professor chasing an ancient tale that most believe to be nothing but a myth.

Whatever the case may be, these paladins devote themselves to knowledge first and foremost, to information, to both secrets and truth. They understand that all of it is a gift to future generations and a wonder to the present, awakening psionic magic in themselves due to their dedication to such things, and the disciplined sharpening of their intellect. 

Tenets of the Keeper

All Knowledge is Worth Learning. If there is knowledge, even secret, you must learn it, for everything could be the key to improvement and the mysteries of existence.

All Knowledge is Worth Preserving. No information deserves to be destroyed, even if it isn’t for everyone, nothing is too specific or too dangerous to know or destroy.

All Knowledge is Worth Divulging. Educate those who don’t have access to lore, and never stand in a way of someone’s pursuit of enlightenment.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level

Spells

3rd

bane, identify

5th

detect thoughts, locate object

9th

clairvoyance, slow

13th

arcane eye, confusion

15th

scrying, telekinesis

Psionic Power

Starting when you first take your oath at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.

Psionic Strike. You can enhance your fighting prowess with your psionic abilities. Whenever you hit with a weapon attack, you may choose to roll a Psionic Energy die and strike at your foes’ mind instead. The attack deals additional damage equal to the result, it deals psychic damage instead of its original type, and the creature must subtract the result from the next successful attack roll or ability check it makes. 

Channel Divinity

Also at 3rd level, you gain the following two Channel Divinity options.

Keeper’s Sight. As a bonus action, you can open your senses to the mystic power of your oath, expending your Channel Divinity. For the next 10 minutes, you can understand all languages and can see the presence of magic within 15 feet of you. Additionally, you may expend one Psionic Energy die to gain the benefits within a number of feet equal to 10 + five times the number rolled instead.

Awakened Mind. As a bonus action, you can allow the lore you keep to flood your mind, expending your Channel Divinity. For the next hour, you gain a bonus to Intelligence ability checks equal to your Charisma modifier. Additionally, you may expend one Psionic Energy die to gain the bonus for a number of hours equal to the number rolled instead, which lasts until you finish a short or long rest.

Aura of Whispers

Starting at 7th level, you emanate an aura of psionic power that extends 10 feet from you in all directions while you aren’t incapacitated. You can talk to creatures in the area telepathically, and they can talk back when you do.

Additionally, you and allied creatures in the area have resistance to psychic damage, and whenever you expend a Psionic Energy die, you can choose one of the creatures in it to gain temporary hit points equal to the result + half your paladin level.

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

Psionic Fortress

At 15th level, the power of your mind grows to protect you and the creatures around you directly. You gain proficiency in Intelligence saving throws and in Constitution saving throws made to maintain concentration on spells.

In addition, whenever a creature within your Aura of Whispers is forced to make a Charisma, Intelligence or Wisdom saving throw, the creature that forced the saving throw takes psychic damage equal to your Charisma modifier.

When they do, you may use your reaction to roll a Psionic Energy die. They take additional psychic damage equal to the result, and until the end of their next turn, their speed is reduced by 10 feet and they can’t take reactions. The first time after each long rest that you use this feature, you don't expend the die.

Keeping Paragon

By the time you’ve reached 20th level, as an action, you can channel the full power of your oath to guard knowledge at all costs, overflowing with psionic power and causing a spectral eye, a crown to adorn your head. When you do, you regain three Psionic Energy die. If regaining these dice would cause you to go over your maximum total amount, you gain temporary additional Psionic Energy die equal to the excess until this feature ends.

For 1 hour, you gain the following benefits:

  • When you first activate this feature, choose one of your Channel Divinity options. You gain the benefits of the chosen option for the duration of this feature.
  • You gain immunity to psychic damage.
  • Your Charisma score becomes your Intelligence score, or vice versa, whichever is higher.
  • Whenever a creature within your Aura of Whispers casts a spell, you can use your reaction to have that spell be cast without somatic or verbal components. 
  • Whenever you deal damage, you may have that damage be Psychic Damage instead.

You can use this feature once, regaining the ability to use it again when you finish a long rest.

Previous Versions

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