Base Class: Paladin
Deities associated with fate, history or divination are often tasked with ensuring magic is not used to interfere with or significantly change events which have already happened, or in some cases will happen by prophetic decree. While deities tasked with this duty often intervene directly against beings of such power that are capable of doing so - there are smaller tasks (or on some worlds, such a multitude of beings capable of manipulating time) which may be handled by mortal devotees. There are some who undertake the Oath of the Timeline without acknowledging or venerating a particular god, especially on worlds where gods have wreaked havoc by altering timelines themselves.
On Toril, the deities Amaunator, Grumbar, Labelas Enoreth, and Mystra have all staked some claim to the domain of Time, while Deneir, Jergal, Oghma and Savras have at various times claimed some aspects of Fate or History and consider themselves to some degree guardians of Time. Labelas Enoreth in particular acts in many realms to protect time and history, which is especially precious to the long-lived elven race.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Action Surge. You can push yourself beyond normal limits for a moment. On your turn, you can take one additional action, on top of your regular action and a possible bonus action
Anachronism. As an action, you present your holy symbol and immediately detect the distance and direction to the nearest creature or object outside its timeline (other than yourself or items you carry, if applicable) from the future or past. Your sense of distance and direction to the object persists for one minute, which may also indicate an approximate speed and direction if applicable.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Timeline 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 |
Predictable Evasion
Starting at 7th level, you and friendly creatures within 10 feet of you have the ability to evade damage. If a spell, action or effect allows a dexterity saving throw to reduce damage, you (and those selected by you within the aura) take no damage on a successful saving throw.
At 18th level, the range of this aura increases to 30 feet.
Outside of Time
Beginning at 15th level, you exist outside of normal perceptions of time and are unaffected by the spells foresight and time stop. Any other spell cast upon you with a duration of longer than one round, you can choose to end the effects of the spell at any time after the first round or extend it up to twice it's normal duration. This does not stop or extend the spell for anyone else besides you. If the spell requires concentration by the caster and the caster stops concentrating, you must maintain concentration for the spell while you continue its effect upon yourself only.
Time Loop
At 20th level, as an action, you can anchor yourself at a point in time and create a looping effect for one minute where you rewind and reenact time over and over to obtain more desirable results. For one minute, you can grant advantage or disadvantage (or negate either where it already exists) to any attack roll, skill check, ability check or saving throw. Additionally, as a reaction you can force a re-roll with advantage or disadvantage to one roll you have already effected.
Individuals caught within this loop may perceive thousands of iterations of the time-loop, but will retain no memory of it unless they have extraordinarily strong mental faculties. A creature which has Legendary or Lair actions (or other extraordinarily powerful PCs & NPCs designated by the DM) may make three saving throws at the beginning of its turn, for Intelligence, Wisdom and Charisma against your Spell Save DC. If a creature succeeds on all three saving throws, it is unaffected by the Time Loop until the start of its next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
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