Paladin
Base Class: Paladin

A Hero's Call

Time itself is their burden, their gift, and their curse. Only a few are chosen every hundred years—individuals plucked from the infinite possibilities of existence to guard the fragile balance of the timestream. These champions, rare even among the storied Dragon Knights, bear the essence of the Time Dragon’s crystalline heart, granting them unparalleled power over the flow of reality.

Pulled from lives as varied as the stars, they come from humble beginnings, noble bloodlines, or forgotten ruins. Some are torn from moments of tragedy, others from the height of triumph. Their paths diverge, but their purpose is the same: protect the flow of time and ensure that the world does not spiral into chaos. Once chosen, they are whisked into the care of The Order of the Hourglass, a secretive order that trains them in the manipulation of time, the arcane arts, and the mastery of their latent Draconic powers.

Tenets of the Hourglass

The Oath of Time binds paladins to the sacred duty of preserving the delicate balance of the time streams. These warriors are hand selected from history by a primordial Time Dragon, beings that exist beyond even the reach of Ao. Their sacred charge is to safeguard the past, present, and future. Paladins of this oath wield time itself as both a weapon and shield, and their tenets reflect the immense responsibility of their charge.

Preserve the Flow - The time streams must flow freely. Act against those who would disrupt the flow of time, for such meddling risks the annihilation of existence itself.

Embrace Impermanence - All things pass in their time. Do not cling to what was or yearn for what might be, but honor the beauty of the present moment.

Guard the Weave - Time connects all things. Every action ripples through the past and future. Strive to make choices that strengthen the fabric of this reality, not unravel it.

Temper Power with Wisdom - The gift of time is a sacred trust, not a tool of convenience. Use your powers to guide, protect, and heal—not to dominate or alter destiny for selfish gain.

Witness Eternity - Bear witness to time’s truths, both beautiful and painful. Do not fear what is beyond your understanding, for in accepting the vastness of eternity, you will find clarity and peace.

 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Hourglass Spells table. Spells marked with an asterisk are new spells. See the Sacred Oath class feature for how oath spells work.

Oath of the Hourglass Spells
Paladin Level Spells

3rd

gift of alacrity, magnify gravity

5th

augury, immovable object

9th

slow, haste

13th

freedom of movement, private sanctum

17th

contact other plane, temporal shunt

Channel Divinity

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

Chronal Shift. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

Momentary Stasis. As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0. You may use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.

Dragonsoul

At 3rd level, you gain the following features:

Draconic Resilience

  • Your Divine Smite now inflicts your choice of force or radiant damage.
  • Your hit point maximum increases by an amount equal to twice your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Time Sickness

  • When your Exhaustion level rises above 2, make a Charisma saving throw against your spell DC or suffer the effects of the Confusion spell for one minute. Make this save again for each subsequent exhaustion level above 2.
  • When your Exhaustion level rises above 4, roll a D9. Your alignment changes randomly as a new aspect of your timeline takes over. This new aspect retains your knowledge and allegiances but otherwise acts in accordance with their own alignment.
  • You may re-roll failed saves once every hour or at the end of each round in combat.
  • To reassert control over your aspect, you must make a cumulative number of successful saving throws equal to half your Paladin level (in combat) or your full Paladin level (out of combat). Failures remove a success, critical fails remove all successes, and critical successes reassert control immediately.

Dragonshape

Beginning at 7th level, your dragonsoul has fully merged with your material body, allowing you to expend an action to change shape into a time dragon wyrmling. You may only use this feature once per long rest.

You can stay in dragonshape for a number of hours equal to half your Paladin level (rounded down). You then revert to your normal form, upon which you must make a constitution saving throw of against your spell save DC. If failed, you gain 2 levels of exhaustion. If succeeded, you gain 1. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  1. Your game statistics are replaced by the statistics of the dragon, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary actions or resistances, you can’t use them.
  2. When you transform, you assume the dragon’s hit points and Hit Dice. When you revert to your normal form, the number of hit points you had before you transformed are reduced by half based upon the taxing nature of the transformation. Additionally, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in dragon form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  3. You may not cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your dragon form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  4. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you adopt the special senses of your dragon form, instead of your own.
  5. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

When you reach 11th level in this class, you may adopt the form of a Young dragon instead.

When you reach 18th level in this class, you may adopt the form of an Adult dragon instead.

When you reach 20th level in this class, you may adopt the form of an Ancient dragon instead.

Scaled Mind

At 15th level, you receive the following benefits as your human mind and dragon soul learn to coexist in peace

  • Your physical transformation is no longer as taxing and, if failed, the constitution saving throw (DC = 15) only inflicts 1 points of exhaustion. If succeeded, no effect occurs.
  • You may now cast paladin spells while in dragon form.
  • You may now use draconic abilities while in human form.
  • You may freely swap between humanoid and draconic appearance during your dragonshape, though you retain all other statistics.
  • You may cast Legend Lore a number of times equal to your charisma modifier per long rest.

Mythic Ascension

At 20th level, you learn to briefly harness the awesome power of that paragon of time, the Time Greatwyrm. As an action, you gain the following benefits for 1 minute:

  • You may briefly ascend to the form of a Time Greatwyrm instead of your normal Dragonshape.
  • You may use all draconic abilities, including legendary actions, legendary resistances, and mythic abilities.
  • You may use your Chronal Shift ability at will.
  • You may use your Momentary Stasis ability at will, as a Legendary Action.
  • When you first activate this ability, roll a d6 to determine which random Time Anomaly to trigger: Foresight (1), Invulnerability (2), Time Stop (3), Ravenous Void (4), Time Ravage (5), or Storm of Vengeance (6). You may select the target of this Time Anomaly.

Once this feature ends, you immediately take 2 levels of exhaustion. You can’t use Mythic Ascension or Dragonshape again until you finish a long rest with no remaining levels of exhaustion.

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