Sacred Oaths
Becoming a paladin involves taking vows that commit the
paladin to the cause of righteousness, an active path of
fighting wickedness. The final oath, taken when he or she
reaches 3rd level, is the culmination of all the paladin’s
training. Some characters with this class don’t consider
themselves true paladins until they have reached 3rd level
and made this oath. For others, the actual swearing of the
oath is a formality, an official stamp on what has always
been true in the paladin’s heart.
Oath of the Elder Sign
Keepers encounter the Elder Sign in a multitude of ways.
Some find it in the derelict pages of an antediluvian tome,
yet others see its shape in their very dreams. All who gaze
upon it know its authority, as instinctively as animals know
to fear fire; it is an icon of power originating from beyond
the veil of reality, one that no men were meant to know.
You have sworn to hold the sign as its Keeper, and vowed
Oath Spells
You gain oath spells at the paladin levels listed.
to protect the mortal realm from the forces beyond, or
vowed to tear reality asunder, and let the Elder Evils Paladin Level Spells
henceforth seep through. 3rd arms of Hadar, protection from evil and good
5th detect thoughts, zone of truth
Tenets of the Elder Sign 9th major image, speak with dead
The principles held by the Keepers of the Elder sign are as
13th greater invisibility, locate creature
esoteric as their ancient order. Dedicated to the secrets of
17th mislead, scrying
the universe and the keeping them mercifully hidden from
the world, the Keepers are a clandestine and influential Channel Divinity
organization. When you take this oath at 3rd level, you gain the
Keep the Sign. The Elder Sign is a tool of immense following two Channel Divinity options.
power, and must be kept safe. You can scarcely understand Invoke Elder Sign. As an action, you can fleetingly
the source of power contained in this mere piece of create the form of the Elder Sign, a powerful symbol which
geometry, but you know it can never be allowed to fall into can strengthen or wear thin the walls of reality. Choose a
the wrong hands. space adjacent to you, which is where the sign burns
Seek Knowledge. Whenever possible, you should seek brightly for 1 minute in a 20-foot radius sphere. No
out and acquire hidden, esoteric knowledge. You are drawn darkness, magical or otherwise, can obscure this area. Each
to such secrets, like the Elder Sign, and perhaps can turn creature friendly to you in this area gains a +1 bonus on
them against your foes. attack and damage rolls and gains a +1 bonus to armor
Go Unseen. It is imperative the struggles you face are class. No outsider, an aberration, celestial, elemental, fey,
kept secret. The forces are work here are barely or fiend, can enter or teleport within this area or use portals,
comprehensible, and their reveal can drive men to the brink such as those created by the gate spell, to enter the area.
of madness. Those that are already in this area are shunted to the nearest
Defend the Gates. It is your job to stand vanguard at space available. As such, Elder Signs are often placed in
the gates that form where our world intersects the Far front of gates to the Far Realm, to close leaks into that
Realm. You may be protecting it from those who would reality.
seek to close it, or you may wish to stem the tide of Alternatively, when you use this ability, you can choose
creatures coming through. to Invert the Elder Sign. Doing so casts hunger of hadar for
one minute centered on the sign. You take no damage from
this spell on the round it is cast.
Glimpse the Unspeakable. As an action, choose one
creature you can see within 30 feet. This creature must
make a Wisdom saving throw. On a failed save, the
creature sees a glimpse of the Far Realm, and is stunned
with horror until the beginning of your next turn.
Aura of Mental Fortitude
Beginning at 7th level, you and allies within 10 feet of you
have immunity to psychic damage. At 18th level, the range
of this aura increases to 30 feet.
Word of Revelation
By 15th level, your research in musty, forbidden tomes has
proven fruitful. As an action, you can utter a word used in
the creation of the universe. All magic effects within 15
feet of you are targeted by dispel magic. After using this
ability, you cannot use it again until you complete a long
rest.
Sunder Reality
At 20th level, you can call upon the Elder Sign to tear the
very fabric of reality, creating a one-way rift to or from the
Far Realm for 1 minute. Choose an unoccupied 5-foot
radius sphere that you can see and whether this portal
should lead to, or come from the Far Realm. Creatures that
end their turn within 30' of the sphere are inexplicably
moved 5 feet toward it, as if pulled by an unseen force. If
the portal leads to the Far Realm, creatures that enter it are
flung to the far reaches of space, taking 8d10 psychic
damage from the horrors they witness and are ejected from
the far side of the portal 1 round later. If the portal leads
from the Far Realm, creatures adjacent to it are restrained
by tentacles, claws, or other monstrous appendages that
reach through it. Creatures so restrained can break free as
an action by making a Strength saving throw. After using
this ability, you cannot use it again until you complete a
long rest.