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PALADIN

Oath of the Relics

PALADIN

Those who swear an oath to the relics of their world believe the contained power of these vestiges are they to turning the tide of any battle.  They vow to be the ultimate guardians of these ancient magical items, and destroyers of the cursed.  These people are often archeologists, treasure hunters, or knightly protectors who wish to keep peace in the world by regulating the most powerful weapons within them.


Oath Spells

As an Oath of the Relics paladin, you gain oath spells at the paladin levels listed.

Channel Divinity

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

Empower Item. As a bonus action you can imbue a nonmagical object you are holding with magic.  The item becomes magical and gains a bonus depending on the item for the next 10 minutes. If the object 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; if it is a piece of ammunition, it retains its magic after it has been fired and cannot be destroyed.  Starting at 10th level, this bonus increases to +2 and increases to +3 at 18th level.

Sunder Enchantment.  You can expend a use of your Channel Divinity to attempt to sunder a magic item that you are holding and that no creature is attuned to.  As an action, make a Charisma check against the magic item's rarity DC.  If you succeed, any curse is removed and the item becomes nonmagical.  If you fail the check, you take psychic damage equal to a number of d6's equal to half item's rarity DC.  Artifacts cannot be sundered.

Item Rarity

Item Rarity DC

Common

12

Uncommon

16

Rare

22

Very Rare

26

Legendary

30

Aura of Enchantment

Starting at 7th level, weapon attacks and unarmed strikes made by you or allies within 10 feet of you are considered magical for the purpose of overcoming resistances and immunities.

At 18th level, the range of this aura increases to 30 feet, and any weapons made magical with this aura gain a +1 to attack and damage rolls.

Universal Activation

At 15th level, you ignore all class, race, and level requirements on the use of magic items, and can attune to a 4th magic item.  You can also expend a use of your Channel Divinity to allow another creature to be able to attune to a 4th magic item for 1 hour.  When you grant this bonus, the creature can choose to instantly attune to a magic item.

Artifact Maker

Starting at 20th level, you can use your action to empower yourself and your equipment. For 1 minute, you gain the following benefits:

  • Any weapon you are holding grants a +3 bonus to attack and damage rolls. If the weapon already grants a bonus to attack and damage rolls it may be replaced with a +3.

  • Any armor you are wearing grants a +3 bonus to its AC. If the armor already grants a bonus to its AC it may be replaced with a +3.

  • You are resistant to all magical damage.

  • One magical item you are attuned to gains a random major beneficial property.

Once you use this ability, you can’t use it again until you finish a long rest.

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