Base Class: Paladin
The Oath of the Lost Word calls paladins who seek knowledge of all kinds. The ultimate goal of a paladin of the Lost Word is to find the Mythical Lost Word, a collection of all knowledge.
TENETS OF The Lost Word
A paladin who takes this oath has the tenets of appear in their research notes.
Uncover Truth. Seek out forgotten knowledge and ancient secrets.
Preserver the Past. Guard relics, artifacts, and records against destruction or corruption.
Decipher the Signs. Study omens, prophecies, and patterns to guide others.
Level 3: Oath of Devotion Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Identify, Comprehend Languages |
| 5 | Augury, See Invisibility |
| 9 | Clairvoyance, Sending |
| 13 | Divination, Arcane Eye |
| 17 | Legend Lore, Rary's Telepathic Bond |
Level 3: Analyze Subject
When you take this oath at 3rd level, you gain the following Channel Divinity option.
Analyze Subject - As a bonus action, you target one creature you can see within 60 feet. You learn 2 from the following list
- Armor Class
- Current hit points
- Vulnerabilities
- Resistances and immunities.
Level 7: Aura of The Lost Word
You and your allies have have advantage on saving throws against being charmed, frightened, possessed, or stunned while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.
Level 15: Mind Over Matter
Beginning at 15th level
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You have advantage on saving throws against becoming paralyzed, petrified, or stunned.
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When you succeed on a saving throw to resist these conditions, you may choose one creature within 30 feet to suffer psychic damage equal to your Intelligence modifier (minimum 1).
Level 20: The Living Word
At 20th level The Lost Word briefly empowers you as its living vessel.
As a bonus action, you channel the power of the Word for 10 minutes. Once you use this feature, you can’t do so again until you finish a long rest, or expend a 5th-level spell slot to recharge it.
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Otherworldly Presence: You gain advantage on all Intelligence checks.
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Saving Throw Mastery: If you fail a saving throw, you may use your reaction to reroll it.
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Unerring Strike: Once per turn, when you miss an attack roll, you may choose to hit instead.
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Thread of Fate: A number of times equal to your Intelligence modifier (minimum 1), you may use your reaction to force any creature you can see to reroll one attack roll, ability check, or saving throw. They must use the new result.
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