Base Class: Paladin
The Keepers are a secret guild of paladins who serve and answer to the celestial archons of The House of Knowledge. They are the sages and scribe wardens of their clergy, the guardians of magical artifacts, and the keepers of ancient tomes. Armed with more than just knowledge, these paladins are willing to don the sword and shield to protect the sanctity of such relics.
Keepers Tome
When you take this oath at 3rd level, you acquire an ancient tome of boundless knowledge known as the Keepers Tome, which grants you certain benefits described in this subclass.
This tome is intangible and illegible to everyone but you and others of your guild, it exists in an extradimensional space whenever not in use, and you can summon it to your grasp no action required.
Tenants of the Keepers
Paladins who affirm this oath uphold the law and moral principles attached to the use and possession of magical items as well as the accurate interpretation of ancient lore and the righteous documentation of contemporary records.
Guardian of Lore. The information gathered throughout the ages should only be available to those who seek to provide it justice. It is your oath to protect the privacy of these invaluable records.
Pursuit of Knowledge. Your work is never complete. Not as long as there are adventures to be had and books to be written.
Purity of the Artifact. There are those who seek to abuse the powerful artifacts and wield them with evil intent. It is your duty to see that these artifacts don't fall into the wrong hands, and if they do, it is your responsibility to see to their repossession.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Arcane Index
Beginning at 3rd level, when you take this oath, you can cast Detect Magic at will, without expending a spell slot. You can also cast Identify as a ritual without providing the material components once per long rest. The information you discover through the means of these spells shows up as text in your Keepers Tome.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. You can use your Channel Divinity to tap into the wealth of knowledge contained within your Keepers Tome.
Well-Versed. As an action, you gain proficiency in one skill, tool, or language of your choice for 10 minutes. You have advantage on ability checks you make with your chosen skill or tool for the duration, and you can add double your proficiency bonus to any checks you make to influence other creatures using your chosen language.
Studious Combatant. As a bonus action, you present your holy symbol and speak a prayer revealing the true nature of a creature you can see within 30 feet of you, forcing it to make a Charisma saving throw.
On a success, the creature can't be targeted by your Channel Divinity for 24 hours. On a failure, you learn the creature's Type, Alignment, Resistances, Immunities, and Vulnerabilities. If the creature has changed its appearance by magical means, you see through the illusion.
In addition, you and creatures of your choice within 30 feet of you add your Charisma modifier to their attack and damage rolls against the creature. This benefit lasts for 1 minute and ends early if you are incapacitated.
Aura of Cognition
Starting at 7th level, you and friendly creatures within 10 feet of you gain a bonus to ability checks using Intelligence. The bonus is equal to your Charisma modifier. You and your allies can also communicate telepathically within the aura, and all of your thoughts are protected from being read without your consent.
At 18th level, the range of this aura increases to 30 feet.
Keepers Attunment
At 15th level, The Keepers entrust you with the ability to bypass certain requirements for attunement.
- You can attune to a number of magical items equal to your proficiency bonus.
- If you have identified the magical properties of an item (i.e. through use of the Identify spell), you can attune to it as an action instead of 1 hour.
- You ignore the prerequisites for magical items you can attune to.
- Finally, if the item is cursed, its curse is immediately removed once you attune to it.
Strength of Mind
Also at 15th level, your mind becomes a near impenetrable force. You gain the following benefits while you are not incapacitated:
- You are resistant to psychic damage.
- You have advantage on Charisma, Intelligence, and Wisdom saving throws.
- Whenever a creature forces you to make a Charisma, Intelligence, or Wisdom saving throw, and you succeed, that creature takes psychic damage equal to half your Paladin level.
Virtuous Keeper
At 20th level, you are gifted with the blessings of the Keepers. As an action, you gain the following benefits for 1 minute:
- The magical items you carry improve your resilience. At the start of each of your turns, as long as you are not incapacitated, you gain temporary hit points equal to the number of magical items you are attuned to × half your Charisma modifier (rounded up).
- You gain additional protection against spells and other magical effects. Whenever your AC causes a spell attack to miss or you succeed a saving throw against a spell or other magical effect, you cannot be targeted by the same spell or source of magic until the benefits from this feature have worn off.
- You can stupify your opponent with a charged attack. Once per turn, when you hit a creature with a melee weapon attack and add your Divine Smite damage, you also target its Charisma, Intelligence, or Wisdom score (your choice). Until the start of your next turn, that creature's score is reduced by the number of additional dice you roll for your Divine Smite.
Once you use this action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Previous Versions
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Posted May 23, 2021This homebrew may seem a bit over-powered, but I DM a 2-person campaign, and I thought we could have a little fun with it.