Paladin
Base Class: Paladin

The Oath of Lore Keeping is taken by paladins who devote their lives to keeping the weave in check and the use of magic in order. Known as tome knights or wizards bane, paladins who swear this oath swear to protect the order of the weave by insuring powerful magics are in the hands of those who will use them for the betterment of man or sealed away. These paladins will seek out magical items for safe keeping or target wizards they believe to be a threat. This order usually decorates themselves in runes and tattoos of texts. 

Tenets of Lore Keeping

  • Responsibility of Magic: Magic is a supernatural force that gives us legendary abilities; it must be used responsibly and only for good.  Magic must never be used to hurt the innocent.
  • Unveil The Arcane: The more you understand about how magic works, the better. Make every effort to uncover and protect the mysteries of the weave.
  • For the betterment of man: Magic shouldn't be used for selfish needs but for the betterment of society, hording magics under selfish precedents will lead to the downfall of man. 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancients Spells
Paladin Level Spells
3rd Detect Magic, Identify
5th Arcane Lock, Knock
9th  Counter Spell, Melf's Minute Meteors
13th Arcane Eye, Summon Aberration
17th Legend Lord, Wall of Force

Channel Divinity

Tongue Tie. As an action, you speak an ancient word long forgotten, forcing those who hear it to awe in silence. Each creature of your choice within 30 feet of you must make a charisma saving throw if it can hear you. On a failed save, the target is silenced of you for 1 minute, unable to talk or use verbal components for spells. Any attempt is replaced with ominous whispers in a incoherent language 

Arcane Mark. As an bonus action you whisper incantations imbuing a target creature or object with a mark only detectable by you. For 1 hour, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it and know the general direction of the target (cardinal directions).  Until the Mark ends, you gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1) when attacking the target. 

Weave Armorer

Beginning at 7th level, your incantations provide a protective aura formed from the weave, Damage that would be dealt to you or creatures you choose within 10 feet of you is reduced by an amount equal to your Charisma modifier (minimum of +1).

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

Whispers of Spellfire

You are able to draw more power from the weave shaping spells into stronger forms. Starting at 15th level, whenever you would cast a spell, you may increase the spell level by half your proficiency bonus. You can also use this when you use the divine smite feature, removing the restriction of a maximum of 5d8. Once you use this ability, you can't use it again until you finish a long rest.

Walking Deadzone

At 20th level, you can produce a magical deadzone through forbidden incantations. Using your action, you begin to wrap the weave around you coating your skin in a untranslatable runes. For 1 hour, you gain the following benefits:

  • You produce an aura of Antimagic (Antimagic Field spell) 10-foot radius around yourself, you are uneffaced by this aura.
  • If you fail a saving throw, you can use your reaction to pass it instead.
  • You can use your bonus action to teleport within 5ft of a target marked by your Arcane mark.

Once you use this feature, you can't use it again until you finish a long rest.

Oath Of Lore Keeping (TESTING) Image

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