Oath of the Keeper
Subclass of: Paladin
Paladins who take the Oath of the Keeper dedicate themselves to the preservation and dissemination of knowledge, acting as guardians of ancient lore, educators, and sages. These paladins blend scholarly pursuits with martial prowess, safeguarding texts and artifacts, sharing wisdom freely, and constantly seeking new understanding. With a balance of intellect and strength, they protect the innocent and ensure that knowledge is preserved and used for the betterment of all. Resembling scholarly professors, these paladins are as much warriors of the mind as they are of the body.
Paladins who take the Oath of the Keeper are dedicated to the preservation and dissemination of knowledge. They act as guardians of ancient lore, educators, and sages, ensuring that knowledge is preserved and shared for the betterment of all. These paladins often resemble scholarly professors, blending the pursuit of wisdom with martial prowess.
Tenets of the Keeper
Preserve Knowledge: Safeguard ancient texts, artifacts, and knowledge from destruction or misuse.
Educate Others: Share knowledge freely with those who seek it and help others grow through learning.
Seek Wisdom: Constantly pursue new knowledge and understanding, never becoming complacent in your learning.
Protect the Innocent: Use your knowledge and power to protect those who cannot protect themselves.
Your spellcasting modifier becomes either INT or WIS based on your choice. (For our current game, you have chosen Wisdom. To adjust to Intelligence, the subclass must be modified.)
Keeper's Insight
When you take this oath at 3rd level, you gain the following abilities, which you can use a number of times equal to your proficiency bonus per long rest. You choose which of the following effects to invoke with each use:
Scholar's Insight: As an action, you can grant yourself advantage on Intelligence or Wisdom checks and saving throws for 10 minutes (you must choose one when you activate the ability) or until you have used this advantage a number of times equal to your proficiency bonus.
Words of Wisdom: As an action, you can inspire and enlighten others. You may choose up to five creatures within 30 feet of you that can hear you. Each creature gains temporary hit points equal to 1d6 + your spellcasting modifier (either Intelligence or Wisdom). Additionally, each creature gains advantage on their next Intelligence, Wisdom, or Charisma check made within the next 10 minutes.
Keeper's Knowledge: You can study an item for 5 minutes and learn about it, similar to the Identify spell but without using a spell slot or requiring material components.
Oath of the Keeper Spells
You gain oath spells at the paladin levels listed in the Oath of the Keeper Spells table.
Oath of the Keeper Spells
3rd: Identify, Comprehend Languages
5th: Augury, Zone of Truth
9th: Tongues, Clairvoyance
13th: Arcane Eye, Divination
17th: Legend Lore, Scrying
Aura of Enlightenment
Starting at 7th level, you and friendly creatures within 10 feet of you cannot be surprised. Additionally, you and friendly creatures within range gain a bonus to Intelligence and Wisdom saving throws equal to your proficiency bonus.
At 18th level, the range of this aura increases to 30 feet.
Keeper's Strike
Starting at 15th level, your weapon attacks are infused with the power of knowledge. When you hit a creature with a weapon attack, you can choose to deal an additional 2d8 psychic damage. The target must succeed on an Intelligence saving throw against your spell save DC or become stunned until the end of your next turn, as their mind is overwhelmed by a sudden influx of knowledge.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Paragon of Wisdom
At 20th level, you can assume the form of a paragon of wisdom, an avatar of enlightenment. Using your action, you undergo a transformation that lasts for 1 hour, granting you the following benefits:
Truesight out to a range of 60 feet.
You gain advantage on all Intelligence, Wisdom, and Charisma checks and saving throws.
When you or a friendly creature within 30 feet of you makes a saving throw or ability check, they can roll a d4 and add the number rolled to the result.
You gain the use of one legendary action in the form of succeeding a failed saving throw once while in this form.
Once you use this feature, you can’t use it again until you finish a long rest.