Paladin
Base Class: Paladin

The Oath of the Singularity binds a Paladin to the ever expanding vastness of the Multiverse. They are scholars, archivists, philosophers, and defenders of knowledge; but in every aspect they always seek to learn more and spread that knowledge among the people of the world. Many will swear their Oath upon gods that have domain over dimensions, planes, or reality itself. 

TENETS OF THE SINGULARITY

Though the exact words and strictures of the Oath of the Singularity vary, paladins of this oath share these tenets.

Preservation. You seek to preserve knowledge at all costs.

Expansion. You are always striving to learn more, and expand your understanding of the multiverse. 

Mentorship. You want to use your knowledge to better the people of the world, and the world itself. 

 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Possibilities Paralleled - You look into alternate realities, and use them to influence your own. As a reaction whenever a creature you can see within 90 ft makes an attack roll, ability check, or saving throw you may roll a d10 and add or subtract the result from that roll.

Planar Positioning - As a bonus action, choose a creature within 90ft of you, if the creature is willing you swap positions with that creature, if they are unwilling they must make a Charisma saving throw equal to you spell save DC, on a failed save you swap positions with that creature.
For the next 30 seconds as a bonus action on your turn, you can repeat the ability against a new creature.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Singularity Spells
Paladin Level Spells

3rd

Illusory Script, Comprehend Languages

5th

Reality Shift Misty Step

9th

Blink, Tongues, Counterspell

13th

Resonant Echo, Dimension Door

17th

Planar Binding, Contact Other Plane, Scrying

Aura of Otherworldly Magic

Starting at 7th level, you and friendly creatures within 10 ft of you cannot be traced via magical means, are immune to anti-magic effects, cannot be effected by detect magic, and cannot be scryed upon. Additionally hostile creatures cannot teleport within 10 ft.

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

Shatter Reality

Beginning at 15th level,

As an action choose a creature you can see within 60 ft, You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw equal to your spell save DC, or it can't take reactions until the effect ends. The affected target must also roll a d10; the number rolled determines what happens to the target as shown on the Shatter Reality Effects table. This lasts for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

Once you use this feature, you must finish a long rest before you can use it again. 

Shatter Reality Effects Table 
d10 Effect
1-2 Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn
3-5 Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful save.
6-8 Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.
9-10 Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.

Form of the Singularity

At 20th level,  as an action, for 10 minutes, you can steal abilities from variants of yourself from across the multiverse. Chose a class from the Form of the Singularity Table, and gain the associated ability. 

 Form of the Singularity Table 

CLASS

ABILITIES

Rogue 

Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

Ranger

You gain an animal companion, a beast of CR 7 or lower, they are loyal to you and act on your turn. 

Fighter

On your turn, you can take one additional action on top of your regular action and a possible bonus

Barbarian

On your turn, you can enter a Rage as a bonus action

Monk 

You gain 4 ki points and access to the Monk abilities, Stunning strike, Step of the wind, and Patient Defense

Warlock

You gain access to two invocations from the Warlock Class 

Druid

You transform into a beast CR 7 or lower as if you were Wildshaped 

Cleric 

You may cast a spell from the Cleric’s spell list (Ignore casting time and material cost) level 5 or lower, Charisma is you spell casting ability for it

Wizard

You may cast a spell from the Wizard’s spell list (Ignore casting time and material cost) level 5 or lower, Charisma is you spell casting ability for it

Sorcerer

You gain 4 Sorcery Points and access to two Metamagic options from the Sorcerer class

Artificer

You may Attune to up to 5 magical items, and may immediately Attune to any items (without waiting a Short rest)

Bard

You can use the Bardic Inspiration feature from the Bard Class

 

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

Oath Of The Singularity Image

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