Paladin
Base Class: Paladin

Lorekeepers swear a solemn oath to seek out and defend the vast knowledge of centuries past. These paladins preserve the myths of all of the peoples of the realms and carry forth their ancient wisdom into the future. They make sure no culture fades to obscurity and punish any who would attempt to erase their stories or exploit their knowledge. Some of these Paladins cloister in libraries and museums, keeping careful watch over tomes and artifacts. Others journey forth and delve into sites of ruin. Great power lies in many things: artifacts, ancient works, lost history... There are many things far too powerful to risk being seen by greedy eyes. Even those with the best intentions can be deceived or corrupted towards power by knowledge too great. You have sworn an oath to protect or destroy ancient and forbidden knowledge.

The Tenets of the Lorekeeper are...

Leave No Stone Unturned. Seek out ancient knowledge wherever it may be.

Enshrine Ancient Lore. Preserve and protect the knowledge from being lost.

Guard Forbidden Knowledge. Keep corrupting or overpowering lore from wrongful use.

 

Educated

You have taken on great learning to aid in your work. Choose two of the following skills: Arcana, History, Insight, Investigation or Religion. You have proficiency in these chosen skills. Choose any two skills in which you have you have proficiency, you now have Expertise in those skills.

Arcana

Arcana

History

History

Insight

Insight

Investigation

Investigation

Religion

Religion

Channel Divinity

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

Decipher. You can use your channel divinity to decode ancient scripts and riddles. As an action, you present your holy symbol and touch a page, inscription, or another form of text. You can understand the literal meaning of the words, and you can automatically decode any ciphers or figurative language contained within it. In addition, if the object you are touching has any text or imagery hidden by magic, you automatically see through any of those illusions.

Weapon of Myth. You can use your channel divinity to call forth the echo of a mythic armament you have studied. As a bonus action, you can invoke its name to focus some of its power into a melee weapon you are holding. For the next minute, the weapon becomes magical if it isn't already, it sheds bright light in a 10-foot radius sphere around you, and your attacks with it score a critical hit on a roll of 19 or 20.

Aura of Enlightenment

While you are conscious, you exude an enlightening aura along with your Aura of Protection, inspiring genius to flourish in your presence. When you or any creature of your choice within 10 feet makes an Intelligence ability check, that creature gains a bonus to that check equal to your charisma modifier.

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

Scroll Translator

You have learned to translate and learn some powerful lost magic, like a wizard would copy spells into their spellbook. When you find a spell scroll of 1st level through 5th level that is not a Paladin spell, you can attempt to translate it, if it is of a spell level you can prepare. For each level of the spell, this process takes 2 hours and costs 50 gp. At the end of this process, make an Intelligence (Arcana) check with a DC equal to 15 plus the level of the spell. If you succeed you create a translated scroll, and you can add that spell to your list of oath spells. Like your other oath spells, it is always prepared, and it counts as a Paladin spell for you. You can have a number of additional oath spells in this way equal to your Charisma modifier, and you can remove any spells added this way whenever you translate a new scroll.

Academician Emeritus

At 20th level, the Paladin can, as an action, emanate an aura of enlightenment. The aura extends in a 30-foot radius around the Paladin. You and creatures you choose in the aura gain the following benefits for 1 minute:

  • You gain Truesight with a range of 60 feet.
  • You gain resistance to damage from spells or magical effects and have Advantage on saving throws against spells or magical effects.
  • You can understand, speak, read, and write in all languages.

After activating the aura, the Paladin cannot do so again until completion of a long rest or spends a 5th level spell slot to do so again.

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