Paladin
Base Class: Paladin

 

The oath of potential is a path, a path choses to walk. To devote worship the light of creation the Luxon. Paladins who take this oath are those with the will and restraint to explore the many possibilities of life. Without holding onto regret of what could have been. The idea of fate is a lie. There are only the many choices to pick from if the Luxon has felt your true intentions. For you are one of many in a vast multiverse of possibilities. A single piece of the cosmos. 

Tenets or Oaths

Hinder - Prevent those who wish harm on you and those around you. Change the reality of every outcome that harms those who love the Luxon’s light.

Guarded Eyes - Keep watch for those who wish to steal and harm the Luxon’s way of life. Never lower your guard to outsiders.

Challenge realities - Push the limits of time and space. Devote yourself and the Luxon shall show you the lights of possibilities and potential.

False Gods -  Those who follow the others, are not your enemy until they prove that their hearts are a danger to the Luxon

Oath Spells

3rd Gift of Alacrity / Magnify Gravity

5th Fortune's Favour/ Aid

9th Pulse Wave/ Slow

13th Gravity Sinkhole / Arcane Eye

17th Modify Memory / Telekinesis

Channel Divinity

Amplified chances

As an action you can harness the power of the Luxon. For the next hour you have a number of D4 equal to your proficiency bonus + charisma modifier (minimum 1). As a reaction when you or a creature within 30ft of you fails an attack roll, skill check or saving throw. You may add any number of your D4 dice to the roll. You must do this before the roll is declared a failure or success by the Dungeon Master.

Reduced Possibilities

As a bonus action you mark a creature within 60ft of you. The creature glows with the light of the Luxon.The symbol lasts for one minute. When that creature makes an attack roll, their attack modifier is reduced equal to your charisma modifier. This ability ends if you fall unconscious or after the minute has ended.

Enabled Haste

You emanate an aura that fills you and your companions with the speed of thought, enabling them to see different possibilities before them. When you reach 7th level Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, any ally within 10 feet of you at the start of a combat gains a bonus to their initiative equal to your charisma modifier. When you reach 18th level in this class, the range of the aura increases to 10 feet.

Act of Manipulation

When you reach 15th level you can dictate who acts first. When initiative is rolled you can swap the initiatives of the creatures in the combat. The number is equal to your charisma modifiers that you can see. You must do this at the start of combat and after all the initiatives have been rolled. You can do this ability equal to your charisma modifier. You can do this again after a long rest.

Act of Manipulation

When you reach 15th level you can dictate who acts first. When initiative is rolled you can swap the initiatives of the creatures in the combat. The number is equal to your charisma modifiers that you can see. You must do this at the start of combat and after all the initiatives have been rolled. You can do this ability equal to your charisma modifier. You can do this again after a long rest.

Dunamancy Knight

When you reach level 20 you have mastered Dunamancy itself and have been blessed by the will of the Luxon. As an action you can unleash your full potential. This ability lasts one hour. You cannot be surprised. If a creature hits or misses you with a melee weapon you can use your reaction to teleport 60ft in an unoccupied space in any direction that you can see. You are immune to force damage and any creature that hits you with force damage takes the same amount of damage you would have taken but psychic damage instead.

Previous Versions

Name Date Modified Views Adds Version Actions
6/12/2022 1:26:24 PM
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