Paladin
Base Class: Paladin

Paladins who vow themselves to memory are more ascetic, and even agnostic, than most paladins; as they do not swear their convictions and fealty to a god, or even to the concepts of goodness or revenge. Instead, they take upon their oath to connect their mind to that of the multiverse, and of every life and memory within it.

Those sworn to this oath, as such, gain a psionic abilities: they connect to the minds of others, they use their mind to control objects around them, and they can influence the actions of other creatures. Not to mention, for what they are most known for, their psi-blades: using a piece of a once mighty weaponm, they make it tangible and real again with nothing but their psionic domain over memories.

These paladins have a deep respect for history. They can be withdrawn and meditative, and they care plenty about the minds of all living beings in which history is kept. They may, as such, be found in monasteries, great libraries, and they tend to be older than other warriors.

If they live long enough for it, that is; as these paladins must also be careful. Their own emotions can have devastating effects on their psionic talents, warping their magic with anger, fear and suffering. Paladins of memory must always take care to maintain a certain degree of distance, lest their own mind may become history.

Tenets of Memory

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

Remain serene and, if needed, detached. A paladin of memory must be careful to not let emotion cloud their judgement, nor affect the memories they wish to keep guarded; it is safer to remain cold and detached.

Seek out tales and knowledge. A paladin of memory must seek out records and the truth, accountings from multiple people and cultures, specially not the victors; for people and the minds are the true record of history.

Bring forth harmony, expunge chaos. A paladin of memory must vanquish disorder, for a lack of respect towards the world and its people is what jeopardizes its memory the most; they must be advocate for peace.

Oath Spells

This Oath grants you the following spells at the Paladin levels listed in the table below. They count as Paladin spells for you if they were not already, and you always have them prepared.

Psi-Blade

Your devout connection to your mind, and how it connects to the world around you has granted you the ability to create a Psi-Blade. You can create a Psi-Blade by performing an hour long ritual, which you can do as part of a long rest. For the ritual, you require a piece of a weapon: it could be the hilt of a sword, a thread from a whip, the staff of a spear, etc.

At the end of the ritual, you create your Psi-Blade, as you use the memories of the object to manifest its former glory in remembrance. It is a weapon with the statistics of the weapon whose piece you used for the ritual (for example, if it is a whip, it deals 1d4 damage and it has the finesse and reach properties, if it is a longsword it has the versatile property, if it is a double bladed scimitar it has its two-handed and special properties, etc); except it also gains the following benefits:

  • You can't be disarmed of this weapon unless you allow it, or one of your limbs that holds it is removed.
  • Whenever you make an attack, from the piece of the weapon used for the ritual, you may manifest the remaining of the weapon. It is made of tangible psychic energy. You can deactivate this property at any point (no action required).
  • It deals Force damage, instead of its type.
  • If you use your Divine Smite feature or a Smite spell with an attack made with your Psi-Blade, the additional damage granted by the feature or spell is force, rather than radiant damage.

Your Psi-Blade stops being your Psi-Blade if you perform the ritual with a different weapon or if you die. If the piece of the weapon required for the ritual was that of a magical weapon, your Psi-Blade gains all the properties of said magical weapon (bonuses, charges, effects, etc).

Channel Divinity

You gain the following two Channel Divinity options.

Psionic Trick. As an action, you can influence another creature with your mind, expending your Channel Divinity. Choose one creature within 30 feet of you, as you use your psionic talents to dictate a course of action, forcing them to make a Wisdom saving throw. On a failed save, the creature is influenced to follow that course of action for the next 10 minutes or until they are harmed, which must be worded in such a manner as to make the course of action sound reasonable (asking the creature to harm itself is not reasonable).

Psychic Push. As an attack, you can move an object or creature with your mind, expending your Channel Divinity. Choose one loose object that is Large or smaller, or one willing creature (it can be yourself). If you can see the target and it is within 60 feet of you, you can move it up to 30 feet to an unoccupied space you cen see. Alternatively, if it is a Tiny object within range, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both.

Meditative Tranquility

You gain the following features:

Serene Rest. Whenever you finish a short rest or a meditation (as seen below), you may roll and expend up to a number of Hit Die equal to half your proficiency bonus, rounded down. You gain a number of temporary hit points equal to the result, which vanish when you finish a short or long rest or when you meditate.

Tranquil Meditation. As a bonus action on your turn, you may begin meditating. Your meditation lasts until the beginning of your next turn, when you may choose to end it, or to continue meditating until the beginning of your next turn. You can choose to continue meditating until the beginning of your following turn every time your meditation would end at the beginning of a turn.

For as long as you are meditating, you gain the following benefits:

  • Your speed is reduced to 0.
  • You can't use reactions.
  • You can't concentrate on spells or effects.
  • You are considered deafened and blinded, though you are still aware of what occurs around you (you suffer the condition's penalties, but it does not prevent you from seeing something).
  • The size of all your auras granted by a paladin class feature is doubled.
  • Whenever a creature makes a saving throw within your Aura of Protection, you may have them gain a number of temporary hit points equal to your proficiency bonus (no action requiured).

Burden of Remembrance

You can use your psionic talents to reach the minds of others and use their own memories against them. As an action, you can force a creature you can see within 60 feet of you to make a Charisma saving throw against your spell save DC. On a failed save, they become tortured by their own memories for the next minute, suffering the following effects:

  • Their speed is halved.
  • At the beginning of each of their turns, they must succeed on a Wisdom saving throw. On a failed save, they take psychic damage equal to two times your paladin level, or half as much on a successful save; as they are haunted by memories of their pain and regrets.
  • Whenever they fail on an attack roll, ability check or saving throw, they take 2 points of psychic damage. If it was a critical failure, or a 1 on the d20, they take 5 points of psychic damage instead; as traumatic memories flash into their mind.
  • They have disadvantage on any Wisdom (Perception) checks, as the visions of their past they experience seem real to them and their senses.
  • Whenever the creature takes psychic damage via this feature, you gain insight into its memories, as the memories that haunt them are also visible to you.

This feature ends early if the creature is reduced to 0 hit points, or if they succeed three times on the Wisdom save at the beginning of each of their turns (they need not be consecutive). Once the creature fails the initial Charisma saving throw, you can't use this feature again until you finish a long rest.

Avatar of Memory

You can become an avatar of psionic memory. You can do so at the beginning of your turn (no action required), and when you do, you gain the following benefits for the next 10 minutes:

  • At the end of each of your turns, you regain 10 hit points.
  • At the end of each of your turns, allied creatures within your Aura of Protection regain 10 hit points. They only regain hit points this way if their current number of hit points is less than their current hit points at the end of your last turn.
  • Whenever a hostile creature within your Aura of Protection rolls a 20 on the d20 on an attack roll, ability check or saving throw, you may use the memories of their failures to haunt them and turn the roll into a 1 on the d20. You can do so once per round (no action required).

Once you use this feature, you can't do so again until you finish a long rest or expend a spell slot of 5th level to use it again.

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