Oath of Lore

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Oath of Lore

Paladins of the Oath of Lore are keepers of history and seekers of the world's secrets, both those to be shared and those to be kept in the shadows. They tend to associate with followers of deities of similar philosophy, such as Oghma or Deneir, though some instead choose to dedicate themselves to exploiting the secrets they find, favoring deities like Vecna.

Tenets of Lore

The Oath of Lore's tenets.

  • Pursue the Truth Always- The past is as a book to be read, and you should always seek to learn from it. Hone and develop your mind as you would your body.
  • Knowledge Is For All- Secrets are unwelcome things, and the knowledge they entail should be thrust into the light for all the world to find.
  • Exercise Your Judgement- Some secrets were lost to the ages for very good reasons. Ensure any such knowledge is kept that way. Guard it with your life, if needed.

Oath spells

You gain oath spells at the paladin levels listed.

Oath of Lore Spells
Paladin Level Spells
3rd comprehend languages, identify
5th detect thoughts, locate object
9th clairvoyance, speak with dead
13th divination, greater invisibility
17th legend lore, scrying

Channel Divinity

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

  • Divine Intuition: As a bonus action, choose one creature you can see within 60 feet of you. You immediately learn one of each of the following facts about the creature: one damage immunity, one damage resistance, one damage vulnerability, your choice of either the creature's weakest saving throw or the creature's strongest saving throw.
  • Knowledge of the Ages: As an action, you can use your Channel Divinity to tap into a divine well of knowledge. Choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Aura of Truth

At 7th level, you emmanate an aura of guidance and intuition. You and friendly creatures within 10 feet of you have advantage on Insight and Investigation checks. Affected creatures can sense if there is an illusion within 30 feet of them, but not its nature or specific location.

Imperative of Truth

At 15th level, your conviction can force the truth out of others and punish those who would deceive. As a bonus action, you can compel a creature you can see to answer one question of 6 words or fewer. The target must succeed on a Wisdom saving throw or they are forced to answer the question. The target understands the question even if they do not share a language with you. If the target lies, they take 2d8 psychic damage. You are aware if the creature takes this damage, but not if they succeeded on the saving throw and cannot ask creature the same question twice.

Future Sight

At 20th level you can use your action to become an avatar of knowledge, gaining awareness of even what has not yet come to pass. For 1 minute, you gain the following benefits.

  • You have advantage on attack rolls, ability checks, and saving throws.
  • Other creatures have disadvantage on attack rolls against you.

Once you use this feature you can't use it again until you finish a long rest.

Art by Kunkka

Scholars and Warriors

Some followers of the Oath of Lore draw their power from the knowledge they seek and acquire, rather than their raw conviction. You may choose to replace all instances of "charisma" in the class features with "intelligence" instead, to better reflect your scholarly inclination.

Affected Features: Saving Throws, Preparing and Casting Spells, Spellcasting Ability, Aura of Protection, Cleansing Touch

 

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