Paladin
Base Class: Paladin

The Oath of the Relic Seeker binds a paladin to the procurement and protection of holy and powerful magical artifacts. They are often employed by cathedrals or kings to secure their treasure vaults or to find new relics for them. Upon taking their oath, they are granted a relic weapon of great power and significance that they are oathbound to protect. Relic Seekers are known for their reliquaries-- small holy containers designed to hold relics that often doubles as their holy symbol. Due to this, Relic Seekers are sometimes called "Knights of the Reliquary."

TENETS OF THE RELIC SEEKER

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

Honesty. Your word is law. Only the honest are trusted with sacred artifacts.

Sacrifice. Death is a small price to pay to keep certain relics out of the wrong hands.

Honor. Only the honorable can be trusted with relics and powerful magic items. Thieving is intolerable.

Duty. You are ever vigilant, ever ready, to oppose any who would abuse relics.

Channel Divinity

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

Relic Weapon. As a bonus action, you brandish your reliquary and shout a command word, summoning your relic weapon into your hands for 1 minute. Only you can wield this weapon, you are proficient with it, it deals 2d6 radiant damage, it has the versatile weapon property (2d8), and you use your charisma modifier for its attack and damage rolls. When you let go of the weapon, it disappears into your reliquary, but you can bring it back to your hands as a bonus action while it lasts. If you are attuned to at least one magic melee weapon, you can choose for your relic weapon to take on its properties except its damage dice and type remains the same.

Forced Collection. As a bonus action, you consecrate a nonmagical object that you can see, turning it magical until you finish a short or long rest. While it's consecrated you always know where that object is as if you casted locate object on it. In addition, creatures wielding, carrying, or otherwise touching that consecrated object cannot hide from you while doing so. As an action, you may compel the wielder to give you the consecrated object. It must succeed a wisdom saving throw or be compelled to drop or throw the object at your feet on its next turn as if under the effects ofcommand.

Oath Spells

You gain oath spells at the paladin levels listed. These spells don't count against your total number of known spells and count as paladin spells for you.

Oath of The Relic Seeker Spells

Knight of the Reliquary

You add a reliquary to your inventory [you can find reliquary in the homebrew magic items].

A reliquary functions like a smaller bag of holding except it can only contain nonconsumable magic items, items of religious significance, or items that a paladin or cleric has consecrated (including via Channel Divinity: Forced Collection). It can be your holy symbol. The reliquary projects a force that rejects items not on the aforementioned list from being put into it. The force feels like forcing two same-polarity magnets together. If this force would be overcome, the reliquary is destroyed instead.

The reliquary has an interior space considerably larger than its outside dimensions. It appears to be no larger than a necklace box (roughly 1 foot in diameter) and some are even smaller. However, it is magically 5 feet deep, can hold up to 250 pounds, not exceeding a volume of 40 cubic feet. It weighs 5 pounds, regardless of its contents. Retrieving an item from it requires an action.

The reliquary is made of strong materials. However, if the reliquary is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane.

Placing a reliquary inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Aura of Pursuit

7th level Oath of the Relic Seeker feature

Friendly creatures who start their turn within 10 feet of you gain an additional 5 feet of movement and aren't affected by difficult terrain while you are conscious.

At 18th level, the bonus movement increases to 30 feet.

Guardian of Relics

15th level Oath of the Relic Seeker feature

You can attune to an additional magic item.
When you are attacked, you can use your reaction to grant you +1 to your AC for each magic item you are attuned to until the start of your next turn.

Divine Relic Warrior

20th level Oath of the Relic Seeker feature

You always have access to your relic weapon as if you were using Channel Divinity: Relic Weapon.

Your Channel Divinity: Relic Weapon ability is replaced by Channel Divinity: Divine Relic Weapon, which increases your relic weapon's damage by an additional 2d6 (versatile 2d8) for its 1 minute duration.

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