Paladin
Base Class: Paladin

Oath of the Forgotten

Paladins of the Oath of the Forgotten bind themselves to the greater understanding of the universe, and seek to beseech the knowledge of the unknown. They hone their knowledge through study, experience, and divine direction. 
Followers of the Forgotten are forever obligated to a trade of information, often offering information as trade and offering in trade of goods and services. To a follower of the Forgotten, the eternal flow of knowledge is vital to the flow of life. 

Deities of the Forgotten

Deities of the Forgotten can include many gods of Knowledge, information, or the mind. This can be Oghma (Forgotten Realms), Aureon (Eberron), Apollo (Greek Mythos), etc. A Paladin of the Forgotten can also draw their powers from following a famous Wizard, Archivist, or even Lich.

Tenets of the Forgotten 

A Paladin sworn to the Forgotten swears to safeguard and share the unknowns of the universe and beyond. 

Knowledge is Power. He who holds the ways of the worlds, can seize control over it. Seek the unknown. 
Loyalty. Those who beseech their power with you are the most important relationships. Keep them, and repay them. 
Mind and Body as one. The mind and the body are intertwined. If one is unpracticed, the other can only function to a lesser extent.  

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Forgotten Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Forgotten Spells
Paladin Level Spells

3rd

comprehend languages, identify

5th

detect thoughts, zone of truth

9th

speak with dead, tongues

13th

arcane eye, divination

17th

scrying, contact other plane, legend lore

Channel Divinity

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

Peer into the Unknown. As a bonus action, you can use your channel divinity to see into the unknown. For the next 10 minutes, you gain a +5 bonus to all Intelligence checks, and you can add you Intelligence modifier to Initiative rolls.

Lust for Truth. When casting a divination spell, you can use your channel divinity to cause the spell to automatically succeed. This prevents creatures saving against the scrying spell, or prevents you from failing the contact other plane spell. 

Aura of Extortion

Starting at 7th level, you emanate an aura that seeps away information about the creatures around you. While you’re not incapacitated, you can learn something about one creature of your choice within 5 feet of you. You can choose to learn; what any one of its saving throw modifiers are, what it’s highest save is, or what it’s lowest save is. 

When you reach 18th level in this class, the range of the aura increases to 10 feet.

Forgotten & Forbidden

At 15th level, you can fill a creature’s mind with forbidden knowledge as a reaction whenever a creature enters or exits your melee range. The creature takes 2d8 psychic damage and must succeed an Intelligence saving throw or be stunned until the end of your next turn. 

Unknown Eternity

At 20th level, you learn to briefly tap into the power of the great forgotten knowledge of the multiverse. As a bonus action, you become one with the known and the unknown, gaining the following benefits for 1 minute:

  • You gain Truesight with a range of 120 feet.
  • You gain Immunity to psychic damage.
  • You gain advantage on all Intelligence checks and saving throws.
  • Whenever a creature hits you with an attack, you can use your reaction to make it vulnerable to the next attack that that hits it.

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

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