5e SRD >Class Options >

Oath of the Seeker

The Oath of the Seeker is a commitment to heritage and knowledge. They believe that their lost gods can be returned. Paladins who take this oath travel in search of lost tomes and buried relics. They study esoteric lore and travel to secret places.

They also recognize that not all knowledge is inherently good and, in the wrong hands can lead to another catastrophe. Knowledge is to be sought and preserved, but it is also to be kept out of the hands of those who would use it to harm others. Dwarven paladins, driven by the need to return the Trinity, often take the Oath of the Seeker.

Human and elven paladins, seeking a return of their own gods, will also take this oath. Unlike many paladins, these men and women rarely form militant orders, each taking their own path.

Tenets of the Seeker

The tenets of the oath vary for each paladin, but they focus on gathering old knowledge. They hold that knowledge unifies the people and must be preserved in the hands of those who would use it for good.

  • Faith is Your Guide. The gods have not abandoned us, so we must not abandon them. Proclaim your faith.
  • Courage is Your Lantern. Light the past and never fear what may be learned from the past or from different paths. Just as you open doors, so be open to the knowledge of others.
  • Knowledge is Your Hope. Be a symbol of hope. Let your courage and faith be examples to those who would forget the old gods.

Oath Spells

You gain the following spells at the paladin levels listed.

Level Spells
3rd comprehend languages, identify
5th augury, knock
9th beacon of hope, speak with dead
13th arcane eye, cleansing aura
17th legend lore, hallow

Channel Divinity

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

  • Proclamation of Faith. As an action, you proclaim your god and speak an ancient prayer of faith, seeking guidance. Using your channel divinity, you can choose one tool or skill. You gain expertise (double your proficiency bonus) for the first roll you make with the chosen tool or skill in the next ten minutes.
  • Not Your Time. As a bonus action, you can use your channel divinity to utter ancient words of prayer. A creature of your choice within 60 feet regains a number of hit points equal to 1d8 + your Charisma modifier.

Aura of Pure Purpose

Beginning at 7th level, you have seen enough truth to guide your purpose. While you are conscious, you and allies within 10 feet gain a bonus to their Wisdom (Perception) and Intelligence (Investigation) checks equal to your Charisma modifier. At 18th level, the range of this aura increases to 30 feet.

See Through The Veil

Starting at 15th level, you have advantage against saving throws from the Illusion school of magic. Additionally, you can see in normal and magical darkness up to 30 feet and gain advantage on Intelligence (investigation) checks to discern illusions.

Ancient Avatar

At 20th level, as an action, you become an avatar of your lost god. As divine power emanates from you, you gain the following benefits for 1 minute:

  • You gain advantage on all melee weapon attacks
  • You gain resistance to all non-magical damage.
  • Your Divine Smite feature deals an additional 4d8 radiant damage.
Section 15: Copyright Notice

Cloak & Coin Campaign Setting Copyright 2021. Red Turban Press, Inc. Authors: Laljit Sidhu, Bjorn Dingeldein, Jon Giordano

This is not the complete section 15 entry - see the full license for this page