Paladin
Base Class: Paladin

Watchers against those would use divination or time magic to evil ends. Paladins who take up this oath are expected to keep events from straying to far from the "proper" path. Gods that they might make this oath to will have their own version of the future but the ideals remain similar. These paladins are also expected step back and allow the proper flow of time take place above and beyond all other concerns. To not do so is not only a violation of their oath but also to court disaster.

The god of an Oath of Eternity paladin will most likely although not necessarily have Time be one of their domains.

Tenets of Eternity

Forbidden Prophecy. Be vigilant for those who would deceive another about the future and never reveal the known future to others.

Eternal Valor. House no dread, never hesitate to act.

Inevitability. Do not attempt to save those who are at the true end of their path.

Oath Spells

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

Oath of Eternity Spells

Paladin Level Spells
3rd Alarm, Guiding Bolt
5th Tasha's Mind Whip, Vortex Warp
9th Conjure Barrage, Haste
13th Banishment, Guardian of Faith
17th Far Step, Steel Wind Strike

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

The Eternal Second: You can use your Channel Divinity to alter time around up to a number of creatures (proficiency + 3) of choice in a 30-foot cube. Each target must succeed on a Wisdom saving throw or be affected for the duration (Cha Mod = number of turns). An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

Spare Seconds: As a reaction when you see a creature take an action (action, bonus action or reaction) you can impose a charisma save on that creature. On a failed save the creature loses that action this round and may not take another action in its place. On a successful save the creature performs it's action as usual. While in combat this can be done immediately after you learn whether or not the action is successful. Outside of combat it can be done within one minute of the action.

Aura of Eternity

Starting at 7th level, you constantly exude a temporal aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If a creature has had it's speed reduced by any amount while in the aura its speed is reduced to 0. Said creature takes necrotic (aging) damage equal to half your paladin level if it starts its turn there.
At 18th level, the range of this aura increases to 30 feet.

Eternal Resurgence

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to impose a WIS save against creatures who attempt to target you until the end of your next turn. On a failed save a creature ends it's turn.

At the start of your next turn gain 1 hp, 30 feet of movement speed and stand up for no cost of movement speed. Once you use this ability, you can't use it again until you finish a long rest.

Additionally, you can no longer be affected by movement speed reductions.

Time's Redoubt

At level 20 you can now channel energies that allow you innate insight into the future and boost your speed. As a bonus action you can activate this ability for 1 minute which gives the following abilities.

You gain 60 feet of movement and when you take the attack action you gain an extra attack.

All of your attacks have advantage and all attacks against you have disadvantage.

Once on each of your turns you may impose a Charisma save on a target holding concentration. If they fail they lose concentration.

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

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