Paladin
Base Class: Paladin

The Oath of the Timeless calls to a paladin to see beyond the lifespans of those they walk with, that there are greater things that need to be preserved than the fleeting life around them. Sometimes called time wardens, guardians, or clock keepers, these paladins strive to protect the order of the timelines and punish those that defy deaths calling. They stand indifferent to death and accept the natural cycle of life, they swiftly end the reigns of those that ignore these principles, such as liches and other greater undead. Though these paladins appear to be be a paradox of the virtues they stand for, many willingly accept death when it is their time. Many who swear this oath are devoted to gods of law and order and use their gods' tenets as reminders that all have their place in the natural cycle. 

TENETS OF THE TIMELESS

The tenets of The Oath of the Timeless serve to remind paladins of the long path set before them.

Natural Cycle. All that live will one day die. Some may stay the hand of death for a time, but none may cheat it.

No Law is Absolute. Do not carry the burden of laws and kings solely on your shoulders, those too shall one day fade. 

Fate. All have a role to play in the cards giveth by fate. Do not altar the timeline or the fates of others.  

Order. Destroy all evil that disrupts the natural cycle. 

Oath Spells

3rd-level Oath of the Timeless feature

You gain oath spells at the paladin levels listed in the Oath of the Timeless table. See the Sacred Oath class feature for how oath spells work.

Oath of the Timeless Spells
Paladin Level Spells
3rd feather fall, sanctuary
5th augury, gentle repose
9th haste, slow
13th divination, guardian of faith
17th legend lore, planar binding

Channel Divinity

3rd-level Oath of the Timeless feature

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Fates Favor. You can use your Channel Divinity to invoke your presence with the hands of fate. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute or until this feature is used, you and the chosen creatures can re-roll a failed saving throw.

Time Hold. You can use your Channel Divinity to stop others in their place. As an action, you present your holy symbol and choose a number of creatures within 30 feet of you that can hear you, up to a number equal to your Charisma modifier (minimum of one creature). The target creatures must make a Wisdom saving throw. On a failed save, the creature is incapacitated and has a speed of 0 for 1 minute or until it takes damage. 

Aura of Slow

7th-level Oath of the Timeless feature

You emit an aura that slows down time around you. While you aren’t incapacitated the first time an enemy creature comes within 10 feet of you or starts it's turn there, that creatures speed is reduced by 10 feet until the start of their next turn. Additionally, when you are hit by a melee or ranged weapon attack that you can see you can use your reaction to attempt to move out of harms way. When you do so, the damage you take from the attack is reduced by 1d10 + your Charisma modifier + your paladin level. If this reduces the damage to 0, the attack instead misses. 

At 18th level, the range of this aura increases to 30 feet.

Ageless Ascendant

15th-level Oath of the Timeless feature

The effects of time seem to become tangible in your grasp where ever you walk. When you roll for initiative you may instead choose a number between 1 and 20 plus your initiative modifier as the result. Additionally, you no longer age, but you can still be killed by normal means such as when you reach 0 hit points. Effects that cause you to age no longer effect you. 

Time Warden

20th-level Oath of the Timeless feature

You've become a hand of fate and a warden of time. As a bonus action, you gain the following benefits for 1 minute:

  • Your movement speed cannot be reduced by any amount, magical or otherwise. 
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • You have advantage on Dexterity checks and Dexterity saving throws against effects you can see.
  • When you activate this effect, roll a 1d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the recorded number. You can choose to replace the roll after seeing the result. 

Once you use this feature, you can’t use it again until you finish a long rest.

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