Base Class: Paladin
The paladin smirked as a vampyre stood paralyzed, as a babe before the might of time. "This will just take a minute..."
He took a series of steps past his opponent, retrieving a stake and taking a deep breath. "Even an 'immortal' such as you is subject to the laws of time."
He ran the vampyre through mercilessly, sealing its fate with a stake to the heart. "You don't even realize that you've been killed. There's no way for you to know what even happened. When time resumes, the only thing you'll know is that you're dead..."
At the moment time resumed, and not a second sooner, a burst of blood launched from the vampyre's wound, and it fell prone before the almighty passage of time.
The one law in the universe that applies to all beings is thought to be time. Paladins who swear this oath believe firmly in the almighty passage of time, and learn to harness its powers, seeing themselves as custodians or guardians of it. Their greatest enemies? Those who would seek to subvert, alter, or otherwise damage the passage of time. Known as chrono knights, paladins who swear the oath of time deadly combatants.
Oath of Time Tenets:
Chrono knights observe a number of tenets centered around the almighty law of time. They are as follows:
- Patience. Time claims all in the end. Even the most powerful beings are subject to the laws of time.
- Acceptance. To accept the laws of time is to accept the possibility and eventuality of one’s death.
- Preserve the Timestream. Ensuring the correct flow of time is absolutely vital for the normal functioning of the universe, and preserving the sanctity of this flow takes priority of anything else in your life.
- Keep the Immortal in Check. The laws of time are not mocked. Should an immortal forget his place, it is up to you to remind them of it.
Holy Symbols
For your oath of time Paladin, your holy symbol may be a pocket-watch, or any functioning time piece.
(For a more strongly thematic version of this subclass: replace the Augury and Modify memory oath spells with Fortune's Favor and Far Step
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Stop Enemy. As an action, you present your holy symbol and speak a prayer to the laws of time, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. The image of a clock appears beneath it, ticking once or twice before coming to a halt. That creature must make a Charisma saving throw. On a failed save, the creature is paralyzed for 1 minute as time freezes for it and only it. If it takes any damage in a round, the damage is not applied until the effect ends at the beginning of its next turn. Any damage before this ending turn is dealt all at once. While frozen in time, the creature's speed is 0, and It can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
King Crimson. As an action, you present your holy symbol, and peer into the immediate future. You learn the actions that a number of creatures equal to your charisma modifier (minimum 1) that are also within 60 feet will take on their next turn. Whatever answer you are given, that creature is obligated to perform that action to the best of its ability on their next turn without exceptions. You do not know whether the actions fail, succeed, hit, or miss, if applicable. You may then roll a d4 (with a maximum value up to your charisma score, with a minimum of 1), and impose disadvantage on all of the actions, saving throws, and ability checks that number of creatures perform on their next turns. Affected creatures also have disadvantage on their reactions even if you didn't know they were going to use one.
Aura of Time Dilation
Starting at 7th level, you learn to bend time to your favor for brief periods time. Once per long rest, as an action, you may present your holy symbol to cast either the haste or slow spells without using a spell slot.
At 9th level, you can use your bonus action for these spells instead, and the saving throw used to resist your slow spell becomes a charisma throw instead. Additionally, casting haste with this feature allows you to apply it to a number of creatures up to your charisma modifier (with a minimum of 1)
Bite the Dust
At 15th level, your mastery of the laws of time is such that you are able to rewind them for yourself. Once per long rest, as a bonus action you may revert your state (including conditions and HP count) to the way it was at the beginning of your last turn without reversing any of the actions you had taken. Any conditions you had at the beginning of that turn are placed upon you once again. If you were unconscious at the start of that turn, and were making death saving throws, your failures and successes are set to the way they were at the beginning of that turn. This feature has the ability to make you worse off than you were on your current turn, and you should only use it if you are certain your character was in a better state on that previous turn.
The World
At 20th level, you are exempt from the laws of time entirely. Once per long rest, you may cast an enhanced version of the time stop spell. In addition to its normal effects, none of the restrictions from the spell on your actions apply. For the sake of simplicity, this ability is known as Greater Time Stop.
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Posted Feb 16, 2021Do you have a dunamancy spell list for this?