Paladin
Base Class: Paladin

The Lorekeepers are not only finders and keepers of knowledge, but also guardians of knowledge that could be used by the wrong people.

 

TENETS OF LORE

Lorekeepers are not upheld to certain virtues, but unarguable conducts.

Learn. Find and learn from knowledge you didn't have before

Guard Forbidden Knowledge. Find and guard forbiden knowledge from those who would misuse it.

Truth. Do not harbor knowledge that would benefit the commonfolk.

Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

 

 Oath of the Lorekeeper Features

Paladin Level Feature
3rd Educated, Oath Spells, Channel Divinity
7th Aura of Resiliance (10 ft.)
15th Lore Masters Eye
18th Aura of Resiliance (30 ft.)
20th Knowledge Bringer 

Educated

When picking this oath at 3rd level, you become proficient in your choice of two of the following skills: Arcana, History, Insight, Investigation, Nature, or Religion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Lorekeeper Spells
Paladin Level Spells
3rd identify, comprehend languages
5th detect thoughts, locate object
9th protection from energy, dispel magic
13th banishment, divination
17th legend lore, scrying

Channel Divinity

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

Beguiling Influence. You can use your Channel Divinity to exude a beguiling presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes charmed by you for 1 minute, while charmed this way persuasion, deception and intimidation checks against the target has advantage and the only action they can take is to move towards you.

Extract Essence. As an bonus action, you can target a creature within 30ft of you and learn if that creature has any damage or condition immunities, resistances, or vulnerabilities, and what those are. In addition your first attack on each of your turns has advantage against that creature. This effect lasts for 1 minute.

Aura of Resiliance

Beginning at 7th level, your knowledge about the arcane has risen to the level that you have formed a ward around yourself. You and friendly creatures within 10 feet of you have advantage on saving throws against spells or magical effects.

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

Lore Masters Eye

Starting at 15th level, your knowledge in your field of study has become near unfailable, choose three out of the following skills: Arcana, History, Insight, Investigation, Nature, or Religion. Whenever you make an ability check using those skills you can treat a d20 roll of 9 or lower as a 10.

Whenever you gain a paladin level you can choose to exchange one of the skills for another in the list.

Your Channel Divinity Extract Essence now works all creatures of your choice within 30ft.

Knowledge Bringer

At 20th level, the paladin can, as an action, surround himself or herself with 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 60ft
  • You gain resistance to damage from spells or magical effects.
  • You can understand, speak, read, and write in all languages.

 

After activating the aura, the paladin can’t do so again until he or she finishes a long rest, or spends a 5th level spellslot to do so again.

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