New Covenant Idea: Knowledge Keepers
Welcome to the Repository, where the souls of departed scholars, sages, and tribal elders work tirelessly to preserve the knowledge and wisdom of the living and of the Shadowlands. They are watched over by the Knowledge Keepers, who protect the Repository and the surrounding lands and facilitate connections between the Shadowlands and worthy living souls that call upon the wisdom of the past. While disagreements in the Repository are usually academic, the anima shortage has caused fierce factionalism to erupt in violence. The Knowledge Keepers' forces have been stretched thin trying to restore order to the Repository, providing an opportunity for outsiders to pilfer the knowledge of the ages for their own ends.
Dungeon: The Archives.
Mysterious forces from the Maw have entered the Archives, the twisting maze of chambers and tunnels where the most sensitive, sacred, sinister, and powerful secrets of the Cosmos are held. You must aid the forces of Keepers in retaking the Archives, discovering how the Repository's most critical safe haven was breached, and preserving the knowledge within before it is stolen...or destroyed forever.
Signature Ability:
Record Coordinates- Inscribes an in-depth record of your location for thirty minutes (five second cast). Reactivate ability to return instantly to your inscribed location.
Class Abilities:
Death Knight:
Inscribed Rune Weapon- Inscribe runes of Wisdom on your Runeblade, causing it to generate 50% more Runic Power for 15 seconds, and to supercharge generated Runic Power. Abilities that spend Supercharged Runic Power increase the damage and secondary effects of the abilities by 50% Med-Long cooldown
Demon Hunter: (this class is defined by using the powers of its enemy against them. The wisdom of the Keepers of Knowledge has instructed Demon Hunters to instead use the powers of their allies against their enemies)
Borrowed Knowledge- gain an ability based on the class of a selected ally. Examples include Felfire totem, Power Word: Torment, Infernal Fists, etc. When in a party or raid, power can only be borrowed from a party or raid member. Cooldown based on ability borrowed. (Yeah, it's Fel Symbiosis: come at me, Druids :P)
Druid:
Lunar Blossoming- Your Thrash and Sunfire apply Moonfire to all affected targets. Damage from Moonfire is copied as healing on a nearby injured ally. Passive.
Hunter:
Death Trap- Throw a trap to the targeted location: when triggered, roots an enemy for 10 seconds, increasing the damage they take from the Hunter and pet by 20%. Enemies with less health than the casting Hunter are immediately killed. Long cooldown. (Come at me Monks; the name was too obvious to pass up)
Mage:
Power Over Chance- Your next three casts of (Arcane Blast, Fireball, Frost Bolt) will activate (Clearcasting, Heating Up, Fingers of Frost). Med-short cooldown.
Monk:
Practiced Techniques- Instantly resets the cooldown of the most recently used ability (with a cooldown). If used while channeling, will reset the cooldown of the channeled ability. Cooldown of Practiced Techniques based on the ability that was reset (1.5x, probably?)
Paladin:
Judgment of the Arbiter- Greatly increases the damage of Judgment and improves it based on specialization. Passive.
Holy: Judgment critical strikes cause the Daybreak effect. Daybreak can now stack to two
Protection: Judgment creates an absorb shield on the casting Paladin
Retribution: Increases the damage buff of your finishers. In addition, casting Divine Storm on a target affected by Judgment will treat all affected enemies as Judged
Priest:
Power Word: Knowledge- Infuses all party or raid members with long-forgotten knowledge, increasing their damage and healing done by 15% for 15 seconds. Long Cooldown
Rogue:
Forbidden Knowledge- The Rogue enters a spectral form for 15 seconds (less in PvP), becoming nearly invisible and suppressing threat. While active, the Rogue gains access to Stealth abilities, and
Assassination: your abilities stack up Soul Poison on the target, dealing shadow damage over time
Outlaw: your next Roll the Bones grants all possible buffs
Subtlety: all finishers deal damage as though they had two extra combo points. Long cooldown
Shaman:
Geosynchronize- The Shaman fuses with the Earth and energizes the ground in a 25 yard radius for five seconds, dealing damage to enemies and healing allies within the effect. While channeling, the Shaman is immune to stuns, interrupts, and knockbacks and takes 75% reduced damage, but cannot move. Long cooldown
Warlock:
Empower Shards: Siphon knowledge from your soul shards, empowering them based on specialty for 15 seconds-
Affliction: Malefic Rapture causes each of your damage-over-time effects to erupt twice
Demonology: Your Soul Shard spenders summon additional imps per cast
Destruction: Your Chaos Bolt also casts a Rain of Fire centered on its primary target. Medium cooldown
Warrior:
Know Thy Enemy- gain experience while fighting, increasing your damage and rage generation against the targeted enemy by 5%. This ability gains a stack every five seconds, up to five. Lasts 25 seconds. Med-long cooldown.
(Thanks to anyone that read this all)
What about you? Do you have ideas for other areas of the Shadowlands and the Covenants that could occupy them?