Base Class: Paladin
This oath is for those brave souls that become paladins to the chaotic trickster deities of Time in order to save the world. Whether that be connected to ideas of travel, fate, cycles, or even decay, this oath can help more creative minds down the path of a hero. This could even be used by those that seek to harness the power of time in order to time-travel.
The tenets of this oath are as follows:
- Honor - Treat others with fairness. Lead by example. Act with a noble heart.
- Compassion - Lend aid to those that need your help. Punish those that would harm the innocent.
- Creativity - Try to find new perspectives and address problems with unconventional means. Battle is not always the best solution.
- Adaption - Nothing in this world is stagnant. Be able to adapt to changes. Some chaos is necessary in order to spark change; roll with the punches life throws.
- Patience - Not everything will come easily to you; meditate on your own time spent and know that there are fast and slow periods, just as there are seasons, tides, and other cycles of change.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Slow Time. On your next turn, you can take one additional action on top of your regular action. This additional action cannot be used to cast a spell.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
|
PALADIN LEVEL |
SPELLS |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Sharp As A Sickle
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed or frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Around-The-Clock
Beginning at 15th level, you are always under the effects of a mage armor spell. You can rest easy at night with your armor on; it's almost as if your future self is keeping you safe...
You are also always able to accurately tell the time and date. Having to keep track of so much time, you have begun to be able to tell when you are more easily.
Sands of Time
At 20th level, as an action, you can summon the Sands of Time to protect you and your party. For 1 minute, a cloud of fine sand hovers around you in a 30-foot radius.
Whenever an enemy creature starts its turn in the sand cloud, the creature takes 10 necrotic damage.
In addition, for the duration, you have advantage on saving throws against spells cast by fiends, celestials, or fey.
Once you use this feature, you can’t use it again until you finish a long rest.