Thanatos 51-50
2018-06-16, 09:16 PM
This would be a great place to put an introduction, wouldn't it? Something flavourful and evocative. Some witty quote to summarize the Subclass, perhaps with an original character or some writing! Maybe even some art! I should... I should look into doing that, huh?
Anywhere there is civilization, growth, and intelligence, there is a burning curiosity in the hearts of the people. There's is a wanderlust and desire to know more. There is learning. Libraries are collected, tabulated and correlated, so as to further the knowledge of the whole and the community. The first Paladins to take the Oath of the Lorekeeper pledged themselves, heart, body, and soul to the protection of these libraries, to the spreading and safeguarding of the work of so many lives and so much knowledge. For this, they are often known as Librarians or Book Knights.
As the drive to learn grows, eventually, adventurers begin delving into dark and secret places, to learn from the near-forgotten lore of their forebears, and it is here that the Lorekeepers flourished, pledging themselves to the defense of these adventurers, to the retrieval and preservation of knowledge once thought lost. The Lorekeeper began taking up sword and shield and plate and their devotion to this cause, and their Faith in the goodness of learning are what instilled them with their first powers. They became the first Lorekeepers in Truth, and, to this day, work to train new Paladins and uphold the virtues of knowledge and Learning.
THE TENETS OF THE LOREKEEPER
Knowledge: A Lorekeeper is, first and foremost, committed to the acquisition and safeguarding of Knowledge, and so to destroy any Knowledge -- no matter how dangerous, is a Sin
Truth: The purpose of a lie is to obscure truth, which hampers the pursuit of Knowledge. A Lorekeeper must seek to keep such a Sin from their mouths.
Preservation: A life is a library. It is Knowledge manifest and wrought with Soul and Flesh. To Strip it from the world without just cause is a Sin.
OATH SPELLS:
Level 3; Speak With Animals, Comprehend Language
Level 5; Detect Thoughts, Knock
Level 9; Clairvoyance, Speak with Dead
Level 13; Divination, Dimension Door
Level 17; Scrying, Legend Lore
CHANNEL DIVINITY
When you pick this oath at third level, you gain the following Channel Divinity options.
Know the Flow: As an action, you or an ally you can see within 30 feet gain a bonus to their armour class equal to your Intelligence modifier, as you suffuse them with a preternatural awareness of the shape of the battle unfolding. This effect ends when the ally leaves the 30 foot radius, when you can no longer see them, after one minute has passed, you choose to end the effect, or until you drop your Concentration.
Knowledge From Without: As an action, you can choose to have you and any non-hostile creature within 30 feet gain advantage on its Nature, History, Arcana, Religion, and Investigation checks for the next ten minutes, until you drop your Concentration, or you choose to end the effect. During this time, you gain proficiency in Nature, History, Arcana, Religion, and Investigation, as well.
The Study of Spellcraft
When you pick this oath at third level, you may choose to use your INT modifier instead of your CHA modifier for your spell attack bonuses and your spell save Dcs.
Additionally, when you prepare your Paladin spells, you may choose to prepare a number of spells equal to your INT modifier + half your Paladin level, rounded down (With a minimum of one spell). They must still be of a level for which you have spell slots.
Aura of the Scholar
Starting at seventh level, you and friendly creatures within ten feet of you have advantage on spell saving throws and saving throws against magical traps.
At 18th level, the range of this aura increases to 30 feet.
The Fabric Arcanum
Beginning at 15th level, you are able to Detect Magic at will, as per the spell of the same name.
Additionally, you receive a bonus to your attack rolls and armour class equal to your INT modifier when facing constructs or undead.
Nexus of Lore
Beginning at Level 20, as an action, you willingly surrender yourself, body and soul, into the swirling vortex of knowledge that permeates all things, taking on a misty, incorporeal-seeming form as a result, thought the exact specifics of the form are up to you, you do still retain your corporeal nature, approximate size and dimensions (A Halfling Paladin does not suddenly become Large, for example). You can retain this form for one minute and, while within it, gain the following benefits.
You gain a flying speed equal to your walking speed with perfect maneuverability
Whenever you cast a spell, you may choose to have all of its damage and healing dice treated as though they rolled the maximum number possible
Whenever you cast a spell that has a casting time of 1 action, you may shorten the casting time to a bonus action
At the Paladin's Discretion, they may also assume this form outside of combat to Peek Behind The Screen and seek information on any one person, place or thing they do so desire, at which point they are considered to have true and complete knowledge of that item as it exists at the time. A Paladin may know, for example, that the Orc Warlord Grek'nar is marching upon the capital of the Empire with a host of 40,000 warriors, anticipates a prolonged siege, and expects to arrive within three days, but they would not know of the storm brewing off the coast which will result in the death of half the Warlord's army, prompting a retreat.
This true and complete information will erase itself from the Paladin's mind after a week has passed, or until the Paladin decides to Peek Behind The Screen again. Any attempts to share or record this knowledge will automatically fail as the information erases itself from the Paladin’s mind. The secrets of the multiverse are not for sharing.
Peeking Behind the Screen lasts for the entire minute of the Nexus of Lore's duration, during which you cannot move, speak, or participate in combat (you are considered Incapacitated).
Once you use this ability, you cannot use it again until you finish a Long Rest.
Anywhere there is civilization, growth, and intelligence, there is a burning curiosity in the hearts of the people. There's is a wanderlust and desire to know more. There is learning. Libraries are collected, tabulated and correlated, so as to further the knowledge of the whole and the community. The first Paladins to take the Oath of the Lorekeeper pledged themselves, heart, body, and soul to the protection of these libraries, to the spreading and safeguarding of the work of so many lives and so much knowledge. For this, they are often known as Librarians or Book Knights.
As the drive to learn grows, eventually, adventurers begin delving into dark and secret places, to learn from the near-forgotten lore of their forebears, and it is here that the Lorekeepers flourished, pledging themselves to the defense of these adventurers, to the retrieval and preservation of knowledge once thought lost. The Lorekeeper began taking up sword and shield and plate and their devotion to this cause, and their Faith in the goodness of learning are what instilled them with their first powers. They became the first Lorekeepers in Truth, and, to this day, work to train new Paladins and uphold the virtues of knowledge and Learning.
THE TENETS OF THE LOREKEEPER
Knowledge: A Lorekeeper is, first and foremost, committed to the acquisition and safeguarding of Knowledge, and so to destroy any Knowledge -- no matter how dangerous, is a Sin
Truth: The purpose of a lie is to obscure truth, which hampers the pursuit of Knowledge. A Lorekeeper must seek to keep such a Sin from their mouths.
Preservation: A life is a library. It is Knowledge manifest and wrought with Soul and Flesh. To Strip it from the world without just cause is a Sin.
OATH SPELLS:
Level 3; Speak With Animals, Comprehend Language
Level 5; Detect Thoughts, Knock
Level 9; Clairvoyance, Speak with Dead
Level 13; Divination, Dimension Door
Level 17; Scrying, Legend Lore
CHANNEL DIVINITY
When you pick this oath at third level, you gain the following Channel Divinity options.
Know the Flow: As an action, you or an ally you can see within 30 feet gain a bonus to their armour class equal to your Intelligence modifier, as you suffuse them with a preternatural awareness of the shape of the battle unfolding. This effect ends when the ally leaves the 30 foot radius, when you can no longer see them, after one minute has passed, you choose to end the effect, or until you drop your Concentration.
Knowledge From Without: As an action, you can choose to have you and any non-hostile creature within 30 feet gain advantage on its Nature, History, Arcana, Religion, and Investigation checks for the next ten minutes, until you drop your Concentration, or you choose to end the effect. During this time, you gain proficiency in Nature, History, Arcana, Religion, and Investigation, as well.
The Study of Spellcraft
When you pick this oath at third level, you may choose to use your INT modifier instead of your CHA modifier for your spell attack bonuses and your spell save Dcs.
Additionally, when you prepare your Paladin spells, you may choose to prepare a number of spells equal to your INT modifier + half your Paladin level, rounded down (With a minimum of one spell). They must still be of a level for which you have spell slots.
Aura of the Scholar
Starting at seventh level, you and friendly creatures within ten feet of you have advantage on spell saving throws and saving throws against magical traps.
At 18th level, the range of this aura increases to 30 feet.
The Fabric Arcanum
Beginning at 15th level, you are able to Detect Magic at will, as per the spell of the same name.
Additionally, you receive a bonus to your attack rolls and armour class equal to your INT modifier when facing constructs or undead.
Nexus of Lore
Beginning at Level 20, as an action, you willingly surrender yourself, body and soul, into the swirling vortex of knowledge that permeates all things, taking on a misty, incorporeal-seeming form as a result, thought the exact specifics of the form are up to you, you do still retain your corporeal nature, approximate size and dimensions (A Halfling Paladin does not suddenly become Large, for example). You can retain this form for one minute and, while within it, gain the following benefits.
You gain a flying speed equal to your walking speed with perfect maneuverability
Whenever you cast a spell, you may choose to have all of its damage and healing dice treated as though they rolled the maximum number possible
Whenever you cast a spell that has a casting time of 1 action, you may shorten the casting time to a bonus action
At the Paladin's Discretion, they may also assume this form outside of combat to Peek Behind The Screen and seek information on any one person, place or thing they do so desire, at which point they are considered to have true and complete knowledge of that item as it exists at the time. A Paladin may know, for example, that the Orc Warlord Grek'nar is marching upon the capital of the Empire with a host of 40,000 warriors, anticipates a prolonged siege, and expects to arrive within three days, but they would not know of the storm brewing off the coast which will result in the death of half the Warlord's army, prompting a retreat.
This true and complete information will erase itself from the Paladin's mind after a week has passed, or until the Paladin decides to Peek Behind The Screen again. Any attempts to share or record this knowledge will automatically fail as the information erases itself from the Paladin’s mind. The secrets of the multiverse are not for sharing.
Peeking Behind the Screen lasts for the entire minute of the Nexus of Lore's duration, during which you cannot move, speak, or participate in combat (you are considered Incapacitated).
Once you use this ability, you cannot use it again until you finish a Long Rest.