Conclave of the Relic Guardian
The past lingers through you, be it through your connection to a lost civilization, a curse long forgotten, your desire to find an animal thought extinct, or something else. Whatever it may be, you are now amongst the Relic Guardians, rangers tasked in finding ancient relics and wonders before those who would seek to destroy or stain it do. Through this connection to the past, what was once lost can be soon found, what was once remembered can be forgotten, and what ancient magic surrounding beasts and objects can be suppressed.
Relic Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Relic Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| Paladin Level | Spells |
|---|---|
| 3rd | Identify |
| 5th | Branding Smite |
| 9th | Spirit Shroud |
| 13th | Arcane Eye |
| 17th | Legend Lore |
Forgotten Knowledge
At 3rd level, you are connected to memories and information long forgotten. As a result, whenever you make an Intelligence check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
Additionally, you gain proficiency in one Intelligence skill of your choice.
Repress Memories
Also at 3rd level, your strikes can erase you from existence in the eyes of those you attack. When you hit a creature with a weapon, you can force them to make a Wisdom saving throw against your spell save DC. On a failed save, the target takes 1d4 psychic damage and temporarily forgets of your existence, making you invisible, hidden, and silent to them until the end of your next turn. This effect ends early if you attack them or force them to make a saving throw.
If you hit them again before this effect ends, they take an additional 1d4 psychic damage from that attack.
The extra damage increases to 1d6 when you reach 11th level in this class.
A creature targeted by this feature again before the end of your next long rest has advantage on their saving throw against it. A creature who succeeds their saving throw against this feature is immune to it until you finish a long rest.
One with the Past
At 7th level, your knowledge to the past prepares you for the atrocities of tomorrow. You to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Additionally, you can read all writing and understand all languages.
Suppress Ancient Magic
Upon reaching 11th level, you are experienced with the magic that adorns relics and creatures. As an action, choose a creature or object you can see within 30 feet of you.
- Creature. You learn if any spells or magical effects are affecting the creature and what these effects are, as well as any attunements the creature may have.
- Object. You treat the object as if you had just cast the Identify spell on it. Additionally, you learn if it is cursed, what these curses are, if any creatures are attuned to it, and if any creatures are currently being affected by it.
As part of this action, you can suppress the target's magic for the next minute or until you lose your concentration (as if you were concentrating on a spell). This suppression fails to work if the creature or object is an artifact or created by a deity, or if the magical effects originate from an artifact or deity. An object suppressed in this manner temporarily loses its magical properties and powers, while a suppressed creature temporarily loses its attunements, its ability to cast spells, and any magical spells or effects affecting them.
A creature targeted by this can roll a Charisma saving throw against your spell save DC at the start of each of their turns, ending this effect early on a success.
Once you have used this feature, you can't use it again until you finish a short or long rest. If you have successfully used this feature, you instead can't use this feature again until you finish a long rest.
Repress Greater Memories
At 15th level, your ability to selectively erase your presence has grown stronger. When a creature fails their saving throw against your Repress Memories feature, you can increase the duration of the effect so that it lasts 24 hours, or you can instead force the creature to forget who they are for the next 24 hours. The Greater Restoration spell automatically ends this effect on a creature. If you hit a creature affected by this feature, they take an additional 5d6 psychic damage and the effect ends early.
Once you have used this feature, you can't use it again until you finish a long rest.

