Base Class: Paladin
Through passion for maintaining the magical balance of the universe, Devout warriors of The Everlasting Order were granted potent arcane power by the weave itself. Everlasting Paladins are warriors of good, they know their magic well, and their enemies even better. Everlasting Paladins do their best to maintain the magical balance within the known universe. Whether it be Monstrous aberrations from the astral sea, Evil wizards gone mad with power, Liches, dark cults, or any other force bending magic to their nefarious will, A Paladin of The Everlasting Order is sworn to destroy these threats, and protect the innocent from their dark deeds.
TENETS OF THE EVERLASTING
Paladins of the Everlasting are devoted to peace and balance, believing in the goodwill and freedom in every sentient creature. Only once a creature tampers with the natural order of the Weave, using it for acts of terrorism, domination, and conquest, that these warriors use any ability they can to keep the balance in the universe. In their passion for protection and balance, these warriors become well taught, making sure to understand their purpose, threats, and foes better than anyone else.
Protect the Innocent. Every being can be a force for good, and those that would seek to use magic as a means toward prosperity and sustenance are to be protected from the wicked. Fight for the free will of the world.
Maintain the Balance. Understand and wield the power that magic grants, but remember that an overuse or overindulgence may lead down a wicked path. Magic is a tool, but only through determination our goals are met.
Harness Intellect. Your passion drives you as a warrior, but only through your knowledge may you keep an edge on those that oppose you. Learn all you can.
Channel Arcana
When you take this oath at 3rd level, you gain the following two Channel Arcana options.
Restore Balance. As a reaction, you manipulate the weave itself to deform around an ally. When you or a creature within 30ft. of you fails a saving throw against a spell or magical effect. you can use this feature to rewrite the nature of the spell and turn that failure into a success.
Arcane Siphon. As a bonus action, using your Channel Arcana you can summon an pattern of Magical Glyphs to align and burn onto one opponent within 30ft. These glyphs steal magical force. For the next minute, when this creature makes an attack or casts a spell toward any creature other than you, it takes 1d6 Psychic damage. In addition, if this opponent can cast spells, whenever you attack this creature, you instead spend their spell slots of 5th level or Lower to fuel your smites, still at a maximum of 5d8.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Everlasting Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Everlasting Might
When you take this oath at 3rd level, your devotion the the Everlasting Order creates a wellspring of magic within you as you fight.
When you finish a long rest you may, as an action, choose to touch one non-magical weapon, granting it some of the magic that lies within you. This weapon is now considered Magical for the purpose of overcoming resistance and gains a bonus to attack and damage rolls equal to half your Proficiency Bonus until your next long rest.
Magical Mastery
By 7th level, through your experience and devotion, an otherworldly link is formed between you and the magic of the world. Now, when making an ability check pertaining to your knowledge on magic, esoteric history, or magical creatures, you may do so with advantage. In addition, you learn 4 cantrips of your choice.
Arcane Flourish
Starting at 15th level, your studies, devotion, and experience in battle has altered your magical capability itself. Now, when you take the attack action on your turn, you can replace one of the attacks with a spell. You can do this an amount of times equal to your charisma modifier per short rest. You can also regain a flourish when you make a critical attack, or kill an enemy.
Esoteric Sentinel
At 20th level, you can turn into an Ancient Esoteric Knight. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- You gain a 60 ft. Flying speed.
- Your melee attacks deal additional Force damage equal to your Charisma Modifier.
- You gain a bonus to your Aura of Protection, whereas your Charisma Bonus is added to you and your allies AC. While in this aura, any enemy that makes a saving throw must lower the original roll sum by your Charisma Modifier.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/23/2021 5:25:19 PM
|
8
|
0
|
1
|
Coming Soon
|
|
|
7/7/2021 7:11:14 PM
|
7
|
0
|
--
|
Coming Soon
|
|
|
7/13/2021 7:24:52 AM
|
10
|
0
|
3
|
Coming Soon
|
|
|
7/13/2021 7:50:17 AM
|
9
|
0
|
--
|
Coming Soon
|
|
|
7/18/2021 7:23:49 PM
|
9
|
0
|
--
|
Coming Soon
|
|
|
9/2/2021 9:08:24 PM
|
13
|
0
|
--
|
Coming Soon
|
|
|
10/23/2021 7:22:43 AM
|
16
|
0
|
--
|
Coming Soon
|
|
|
12/15/2021 10:24:32 PM
|
16
|
0
|
--
|
Coming Soon
|
|
|
3/14/2023 6:39:03 AM
|
29
|
1
|
--
|
Coming Soon
|
Comments