Base Class: Paladin
The Oath of Aeons connects a paladin to the forces of time and the ability to control it. Paladins of this oath are very serious when it comes to history and the preservation of it, often times found around ruins and other major historical sites. Called temporal knights, warrior historians, and time priests, paladins of this oath uphold truth when teaching about history. They treat the destroying of ancient knowledge in the same realm as blasphemy and the hoarding of artifacts as larceny, they roam the lands preaching censored history and encourging those to go out and seek the truth.
Most of those who swear this oath follow the deities of knowledge, magic, time, and history, and use their holiness to fossilize actions into the annuls of time.
Tenets of Aeons.
Though the exact words and strictures of Oath of Aeons vary, paladins of this oath share these tenets.
- Censorship is a Plague. All information should be shared freely and history taught the fullest and truest extent, even if it is damaging to one group.
- Respect Experience. Time is the greatest teacher, whether its your elders, the world, or nations time allows has a lesson in store for those who listen to it.
- Look to the Future. Nothing is set in stone and every action has an effect, look forward for ways to mold and shape your future.
- Don't Live in the Past. We should cherish what has happened and protect the truth of it, but never at the cost of getting lost in it. What has happened is set and won't change, put your energy into what can.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Aeons Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the the Aeons Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Eon Smite. As a bonus action you can channel ages through your weapon. The next time you hit a creature with a weapon attack within a minute the weapon gleams with a wave of time. The attack deals an extra 2d6 necrotic damage to the target, which magically ages 5 x your Charisma Modifier + 10 years. This damage is increased to 4d6 upon reaching 15th level.
Sculpt Time. As an action, you can channel the power of time through your touch. You touch one object and it either de-ages or ages 100 years, your choice. This affect lasts for one hour, and holds up to a physical inspection.
Aura of Expedition
Starting at 7th level, you emanate an aura while you’re not incapacitated. You and allies that start their turn within 10 feet of you gain an addition 10 ft. of movement, until the end of their turn.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Shadows of the Past
You can call forth a a shadow of a past warrior that fought on a nearby battlefield. It manifests in a shadowy form in an unoccupied space that you can see within 60 feet. This corporeal form uses either the Assassin, Champion, or Frenzied Barbarian stat block, which your DM has. Instead of the normal creature type it is an undead. The creature disappears when it drops to 0 hit points or after an hour elapses. The shadow has all its memories and can talk to you and your allies. Once you use feature you can't use it again until you complete a long rest.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Time Leap
At 20th level, you learn to speed up time to help your allies get a good rest. When your allies take a short rest within 30 feet of you, a number of them equal to your Charisma modifier gain the benefits of a long rest. In addition they also get 2d10+10 temporary hit points and aren't affected by difficult terrain until the end of their next long rest. If there is an interruption or an ally leaves the range for longer than 5 minutes they only get a short rest. You can affect more allies than your Charisma Modifier, at the cost of exhaustion. You gain one point of exhaustion for each additional ally. You only gain the benefits of a short rest.
Once you use this feature, you can’t use it again until you finish a long rest.
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