April 16, 2017

Oath of the Seeker

Sacred Oath
Comments from the Finger: One of our favorite contributors, Idanbhk sent us this piece, and we like it a lot! Say hi to him in the comments!

Oath of the Seeker

Paladins who swear the Oath of the Seeker believe that powerful magic items are a key component of any struggle, and in the right hands can change history. Seekers vow to find and use such items, or destroy those used by their enemies. They actively hunt down both holy and unholy magic items – both to use them for their cause, and to secure them from of evil hands.

Tenets of the Seeker
The exact oath sworn by seekers varies greatly, but all consider the following directives:
     Recover Lost Relics. Items of great power should be found and used for the right causes, not left to lie forgotten from history.
     Destroy Dangerous Items. Items that can only be used against your cause should be destroyed. Locking an item in a vault or in the depths of a dungeon only delays its use, but does not prevent it.
     Worthy Bearers. Powerful items should be wielded by the right hands. You must be worthy of using magic items, and make sure no item around you falls into unworthy hands.

Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rddetect magic, identify
5thlocate object, magic weapon
9thelemental weapon, remove curse
13thfabricate, Leomund’s secret chest
17thanimate objects, legend lore

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
     Empower Item. As a bonus action, expending your Channel Divinity, you can instill magical energies into a nonmagical item you wield. For the next hour, the item becomes a magic item, and cannot be destroyed, damaged, or disarmed from its wielder. If it is a weapon, it gains a +1 bonus to its attack and damage rolls for the duration; if it is a shield or suit of armor, it grants a +1 bonus to AC for the duration.
     Sunder Item. You can use an action and expend your Channel Divinity to attempt to destroy a magic item within your reach. Make a Charisma check (DC equals 10 + 2 for each point of the item's rarity; IE, 2 for Common, 4 for Uncommon, and so on). On a success, the item is destroyed. At the DM's discretion, destroying a magic item might cause some kind of magical backlash effect.
     You must be at least 5th level to destroy a Rare item, 11th level to destroy a Very Rare item, and 17th level to destroy a Legendary item. You can't use this ability to destroy artifacts.

Aura of Enhancement
Starting at 7th level, attacks made by you or your allies within 10 feet of you are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, while within your aura, you and your allies require only 10 minutes to attune to a magic item.
     At 18th level, the range of this aura increases to 30 feet.

Use Magic Device
At 15th level, you ignore all class, race, and level requirements on the use of magic items. You can't use this feature to use or attune to an item of an alignment opposite to your own (such as a sentient item of an opposing alignment, or items meant specifically for use by characters or creatures of opposing alignment).
     Additionally, you can attune to 5 magic items at one time, rather than 3.

Relic Legacy
Starting at 20th level, you can use your action to empower yourself and your equipment. For 1 minute, weapons you wield gain a +3 bonus to attack and damage rolls, while armor you wear grants a +3 bonus to AC. In addition, for that time you are immune to bludgeoning, piercing, and slashing damage from non-magical weapons. Once you use this ability, you can’t use it again until you finish a long rest.



Changelog: 4/17/17: Use Magic Device: You can attune to 5 magic items, rather than 3

11 comments:

  1. Like the idea of a treasure hunter paladin, with the full relic power.
    Honestly I can think of some very wierd and fun ways to use the empower or sunder items depending on DM discretion including destruction of structures and vehicles as well as making things invulnerable to destruction.
    For the th level ability may i suggest including the wording so that they gain additional attunement slots for magical items

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    1. 2nd on the additional attunement slot idea might limit the extra slots to certain rarities and below. That or recharging charges on magical items at a cost would be fitting.

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  2. Love this, want to play a paladin now!

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  3. Great job Iran. This looks pretty balanced and super fun to play.

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  4. Interesting. Some of these are a bit strange. For the level that they're at some are a bit redundant.

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  5. I'm certainly no expert, but the level 20 feature seems a bit strange in that the bonus it grants gets comparatively weaker if the paladin already has magical weapons and armor, doing very little for the character if they already have access to +2 or +3 equipment.

    With obtaining powerful magic items already being the primary goal of the oath, isn't the capstone a bit redundant mechanically?

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  6. Thanks for the compliments!

    Manek Madan: This could be a cool addition, although with the multitude of powerful uncommon items in the DMG it might be a bit too powerful (especially in campaigns where buying items is simple).

    Elliot Mitchell: That's definitely the most problematic part of the class. However, it still works with weapons such as a flametongue, effectively rewarding you for using special items instead of just standard ones. True, it doesn't help you with most legendary weapons or artifacts, but those items are their own reward.

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  7. cool a loot paladin. intresting

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  8. ...any item that can be used *for against* your cause...
    I think this is a spelling error

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  9. Recover Lost Relics. Is only partially bolded.

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    1. Typos fixed; thanks for pointing them out.

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