Base Class: Paladin
Gods and goddesses who ordain time as their domain sometimes employ these unique paladins to their service, who swear to maintain the flow of time and the establishment of history as sacrosanct. They dwell within a timeline with a pledge to maintain it, and their divine patrons often inform them of "timeline threats" they must take action against. These threats aren't always evil beings with dark aspirations, as sometimes a hero can be "too good" to maintain the idealized timeline of said deity, also. These paladins are employed to convince such peoples to not act, or distract them too fully to perform their excessive heroics, in addition to the duties of all paladins to eliminate the evils their deity designates. As such, those who swear to the Oath of Eternity seem mysterious, fickle, or without sensibility, but the reality is that their divine mandate makes theirs a constant "long-game effort" to preserve their timeline.
Tenets of the Oath of Eternity-
The Timeline is Sacred. You have been born into or placed in this timeline from your deity's influence, and you are chosen to enforce their aims for this timeline. No matter how inscrutable your efforts may appear to others, you must continue to act in the interest of the timeline.
Flow of Time is Holy. The right and proper flow of time is divinely mandated and especially sacred. Those who violate the flow of time with unholy immortality, blasphemous magics, or other methods to trifle with time itself are those whom you hold ire against. While manipulating time in small localities with magic is typically acceptable, making effort to alter time's flow or the overall results of any timeline to one's favor with power from outside the natural order is high blasphemy and must be punished thoroughly.
Prevent Unneeded Timeline Branching. The regular flow of time can be said to act like water spilling down a rocky cliff face, as it will flow in a stream, yet split that stream often to flow around the variations in terrain. So too will the flow of time split when it is appropriate, and the gods aware of time will know its comings and goings. Sometimes however, a Paladin will be called upon to undertake an adventure they'll never remember, as they are sent to "prune" a needless split of the timeline and shore the flow of time back into natural movement. This means that if the paladin is successful, the alternate timeline will vanish and none who existed in it will remember it, even the paladin. This is duty to your kind and a consequence you accept.
Oath Spells
3rd-level Oath of Eternity feature
You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Eternity Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
gift of alacrity, longstrider |
|
5th |
hold person, blur |
|
9th |
haste, slow |
|
13th |
banishment, staggering smite |
|
17th |
hold monster, skill empowerment |
Channel Divinity
3rd-level Oath of Eternity feature
At 3rd level when you swear this Oath, you gain two new options for your Channel Divinity:
Chronal Smite. When you use your Divine Smite feature on a creature, you can immediately use this feature to cause that creature to make a Wisdom saving throw DC 8 + your Proficiency Bonus + your Charisma modifier, or that creature has their speed reduced to 0 and is restrained. At the end of each of its turns, that creature can make a Wisdom saving throw at your spell save DC to break free of this effect.
Momentum State. As a bonus action, you may use this feature to enter a Momentum State. While you are in this state, when you hit with a weapon attack you may reduce that creature's speed by 10 once before the end of your turn. If a weapon attack, spell, or feature reduces an enemy within 5 feet of you to 0 speed, that creature is also restrained as you foil its perception of time until the beginning of its next turn. These benefits last for a number of minutes equal to your Charisma modifier.
Temporal Aura
7th-level and 18th-level Oath of Eternity feature
At 7th level, you learn to emit an aura of magic which displaces the effects of time to your favor while you and allies are within it. If you aren't incapacitated, your speed increases by 10 feet and creatures of your choice who begin their turns within 5 feet of you have their speed increased by 10 feet until the beginning of their next turn. Hostile creatures of your choice who begin their turns within 5 feet of you have their speed reduced by 10 feet until the beginning of their next turn.
At 18th level, the range of this aura increases to 10 feet.
Eternity Splinter
15th-level Oath of Eternity feature
At 15th level, your deity has bestowed you with an amazing ability to manifest other splinter aspects of yourself from other potential timelines, and cause reality to alter temporarily around you to help you achieve your divine goals. As an action, you must move 5 feet horizontally while chanting, and if you do, you create a duplicate of yourself in the square you left which may immediately take an action. This duplicate has all of your items, gear, and equipment, but none of your magic items, although it does possess mundane copies of those items. The duplicate has your remaining hit points, spell slots, and uses of your abilities remaining, but its speed is 0 and it cannot take movement actions. The duplicate lasts for a number of rounds equal to your Charisma bonus, until it is reduced to 0 hit points (in which case it simply vanishes), until it is successfully targeted with a Dispel Magic spell, or until you dismiss it as part of any action. You may use this feature once before you must finish a long rest to use it again.
Eternal Salvation
20th-level Oath of Eternity feature
At 20th level, you have become the perfect soldier to defend the timestreams your god or goddess preserves, and they ordain you with powerful advantages. As long as you are conscious, your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor you to be paralyzed or restrained. You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Additionally, being underwater imposes no penalties on your movement or attacks.
Lastly, you can often scan several timeline outcomes at a moment's notice and optimize the actions you take based on those results. Whenever you cast one of your Paladin spells, you gain a Time die, which is a d4. Whenever you make an attack roll or saving throw, you may roll and expend any number of Time dice and add the total rolled to that attack roll or saving throw.
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