Base Class: Paladin
Why would one want to become a paladin? To see the strife in the world and to rage against entropy of time.
Each Oath and order tackles the woe's of the world in their own respect. Whom among them would guard a library or an ancient ruins. Places only a few recognize the significance of each place and the boon's of swearing a oath of solitude to defend such places. Some curate graveyards of past hero's or royalties while other maintain the constraints on supernatural regions.
Paladins who take the Oath of the Caretaker understand the world is a wondrous place full of mysteries. These paladins believe knowledge is a gift to future generations, and it needs to be respected. They devote themselves to learning myths, legends, and histories, and keeping alive the lore of gods, heroes, and ancient societies. They also dedicate themselves to preserving physical manifestations of this lore by protecting repositories of scrolls and relics, undertaking quests to reclaim artifacts from long forgotten tombs, and recovering powerful magical items from those who would abuse them for selfish or evil purposes.
TENETS OF THE CARETAKERS
History : We can only learn from our past if we listen to the lessons it teaches us.
Preserve : Protect pieces of the past so they may light the path toward the future. Restore that which is lost must be found.
Continuity : Outlast your enemies and allies. Endure beyond the moment the world dies. Ageless. Undying. Immortal.
Oath Spells
3rd-level Oath of the caretaker feature
You gain oath spells at the paladin levels listed.
Oath of the caretaker Spells
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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 |
Channel Divinity
3rd-level Oath of the Caretaker feature
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Assemble: You can use your channel divinity to command the forces of order to assemble and repair. There are two possible cast times for the feature, granting either immediate or long-term benefits. If you channel this feature as an action, you gain the benefits of the mending cantrip but can expand to a 5 foot cubic space instead of 1 and can target a object or structure. If you cast this spell over the course of up to 8 hours, you can continually channel this feature, mending at the speed of 5 foot cubic space per action and holding a damaged object or structure together of up to 100 feet of cubic space with magical tethers during the casting of this feature. During which, you must concentrate on this feature (as if you were concentrating on a spell). In either option, the effects of the feature is like the mending cantrip was casted. You can perform this feature to reattach severed body parts of yourself or others by spending 1 hour or over the course of a short rest, to reattach the severed body parts. In doing so, this does not heal the target or bring life into a dead creature unless the creature is a Undead or Construct type.
Disassemble: You can use your channel divinity to command the forces of order to disassemble and disperse. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Charisma saving throw. On a failed save, the target can’t regain hit points for 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures with Antimagic Susceptibility or Undead Fortitude are leveed against the creature by this feature in that way for the duration.
Aura of Overseer
7th- and 18th-level Oath of the Caretaker Feature
Starting at 7th level, While you aren’t incapacitated, you emit an aura of your spirit that extends your reach to cover your ward. The aura extends 10 feet from you in every direction. During you turn, you can perform your actions as if they originated in your own space or a space within your radius of your aura. Doing so, your inner spirit extends out and performs the actions. Such as the attack action, casting a spell, or performing a class feature. This doesn't not grant features or attacks extended range outside the radius of the aura such as weapons with the reach property. If any restriction is require for an attack, spell, or feature it is performed as normal. You cannot cast a spell that requires concentration that is centered on you with this feature outside your normal self range. Such as, aura of vitality or spirit guardians.
At 18th level, the range of this aura increases to 30 feet.
Protection of the Caretaker
15th level Oath of the Caretaker Feature
Beginning at 15th level, While maintaining concentration on a spell, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Additionally, as an action, you can touch a creature and spend paladin spell slots to restore a number of spell slots to that creature. For the paladin spell slot expended, the target creature regains a number of spell slots with a combined level that is equal to the paladin spell slots expended. For example, if the paladin expends a 4th spell slot the creature can recover 2 2nd level spell slots or one 4th-level spell slot. You can expend any amount of spell slots during the action but you can only target one creature at a time.
You can perform this feature a number of times equal to your Charisma modifier (minimum of one).
Envoy of Order
20th-level Oath of Caretaker feature
At 20th level, you can assume the form of an ancient force of order, taking on an appearance you choose. For example, your skin might glow with a brassy sheen or take on a ghostly and translucent body, your hair might become luminescent or rust-like, or you might spawn stone like sections on your body like armor or marks or a grim-like tattoos begin to glow from your body.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- You are immune to any spell or effect that would alter your form.
- while you are concentrating on a Paladin spell, your concentration can’t be broken as a result of taking damage.
- attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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