Paladin
Base Class: Paladin

Paladins of the Oath of Continuance believe that reality is not guaranteed.
Valrenne exists only because countless fractures, seals, sacrifices, and forgotten choices have kept it intact. Where others pray for salvation, these paladins intervene.

They are wardens of thresholds, sealers of wounds in the world, and executioners of entities that threaten continuity. Many are seen as cold, unyielding, or cruel — yet without them, the planes would already be collapsing into one another.

Some say the gods tolerate the Continuants.
Others say the gods fear them.


Oath of Continuance

An oath sworn not to gods, crowns, or ideals — but to the fragile act of existence itself.

Paladins of the Oath of Continuance believe that reality is not guaranteed.
Valrenne exists only because countless fractures, seals, sacrifices, and forgotten choices have kept it intact. Where others pray for salvation, these paladins intervene.

They are wardens of thresholds, sealers of wounds in the world, and executioners of entities that threaten continuity. Many are seen as cold, unyielding, or cruel — yet without them, the planes would already be collapsing into one another.

Some say the gods tolerate the Continuants.
Others say the gods fear them.


Tenets of Continuance

While individual paladins interpret these differently, most swear to some form of the following:

Preserve Reality.
Existence itself is sacred. When forced to choose, the world must endure.

Seal the Breach.
Left unchecked, fractures grow. Act early, act decisively.

Accept the Cost.
Every seal demands sacrifice — comfort, reputation, blood, or lives.

Stand Where Others Cannot.
Go where reality thins, where law breaks, and where no one else will stand.

Level 3: Channel Divinity

Seal the Fracture

As an action, you present your holy symbol and target a point, object, or creature you can see within 30 feet.

For 1 minute:

  • Teleportation into or out of a 15-foot radius sphere centered on the target is suppressed.

  • Creatures within the area have disadvantage on checks or saves made to summon, banish, or traverse planes.

  • If cast on a creature, it must succeed on a Charisma save or have its speed reduced to 0 until the end of its next turn as reality resists its movement.

  • Redirect the Breach

    When a creature you can see within 30 feet teleports, is summoned, or attempts planar travel, you may use your reaction to force a Charisma saving throw.

    On a failure:

    • The effect fizzles, or The creature instead appears in a space of your choice within 10 feet of its original destination.

Level 7: Aura of Stabilization

You and friendly creatures within 10 feet of you gain the following benefits:

  • Advantage on saving throws against being banished, frightened, or possessed.

  • Creatures cannot be forcibly teleported against their will while in the aura.

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

Level 15: Burden of Continuity

You have learned to shoulder instability yourself.

  • When a planar effect would cause harmful secondary effects (wild magic surges, reality fractures, unstable terrain), you may choose to absorb the consequence.

  • You take force damage equal to twice the spell’s level (or DM discretion for non-spell effects), and the effect is negated or greatly reduced.

Additionally:

  • You have resistance to force damage.

  • You no longer age while sworn to this oath.

Level 20: Avatar of Continuance

“If the world must break, it will break on me first.”

As an action, you assume the Avatar of Continuance for 1 minute, becoming a living anchor to Valrenne’s reality. While in this form, you gain the following benefits:


Anchored Existence

You radiate a 30-foot aura of stabilized reality:

  • Teleportation, summoning, and planar travel require a spellcasting ability check (DC = your Paladin spell save DC).

  • On a failure, the effect still occurs, but:

    • The caster takes 2d10 force damage, and

    • You may choose one:

      • The effect’s range is halved

      • The destination scatters up to 10 feet

      • The duration is reduced by half (minimum 1 round)

Reality resists — it does not forbid.


Weight of the World

Your presence makes existence heavier:

  • Creatures of extraplanar origin have disadvantage on saving throws against your spells and Channel Divinity.

  • When such a creature enters or starts its turn in your aura, its speed is reduced by 10 feet until the start of its next turn.

This feels oppressive without removing agency.


Continuant’s Wrath

Your weapon attacks deal an extra 2d8 force damage.

Once per turn, when you hit a creature attempting to:

  • Teleport

  • Change planes

  • Create or widen a planar fracture

You may force it to make a Charisma saving throw.
On a failure, it is anchored until the end of its next turn (speed becomes 0, and it cannot teleport or become incorporeal).


The Cost

When this transformation ends:

  • You gain one level of exhaustion

  • You cannot benefit from teleportation or planar travel until you finish a long rest

  • You feel the world let go — briefly

"Reality is never owned, just borrowed"

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