Base Class: Paladin
Change, ironically, is the constant that carries this world. There is no end to the responses people have to change. Some study change. Some make peace with change. Others fear change, and in their fear, seek to bring the world to a standstill. Those that swear the Oath of the Evertide believe that such behavior is foolish. They do not permit evil born of selfishness. Sometimes called weaver knights--or moonguard--they live among the people, seeking to prevent any one being from becoming a tyrant beyond their station.
The Oath of the Evertide has no structure, no order present in the material plane, as those who walk the path abhor rigid hierarchy. The tenets of Evertide are passed from mouth to mouth, from hand to hand--mother to daughter. Most modern weaver knights are inspired by folktales or religious figures from their homeland that share a common goal. Some do not know they are weaver knights at all, only that they are dedicated to the cause that some have called the Oath of Evertide.
Tenets of the Evertide
No Gods, No Kings. Life is too short to permit the mistreatment of others. Strike down those that would make a place in this world higher than others.
Time Breaks All Things. The wheel of time is not immutable. Fate changes, if such a thing even exists. However, there are those that choose to avoid the consequences of their own actions, to preserve the status quo at a great cost. This is impermissible. When one betrays the world for their own gain, may your rebuke be swift, and your sword swifter.
This Story of Ours. Speak life into the world around you. Know people and be with them. Kindle kindred hearts around the world, and bring joy through your speech when you can. Violence is a tool, but it is not the goal of this world.
The Last Knight Alive. Your impact on the world begins and ends with you. For all you know, you are the only one in any given situation who can help. If you can make a difference, make it.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Open Seas Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Evertide Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
Disguise Self, Absorb Elements |
|
5th |
Augury, Misty Step |
|
9th |
Haste, Clairvoyance |
|
13th |
Hallucinatory Terrain, Otiluke's Resilient Sphere |
|
17th |
Far Step, Contact Other Plane |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Brought to a Knee. As an bonus action, you can imbue your weapon with the weight of the world, using your Channel Divinity. When you make a successful melee attack against a creature, you can force that creature to make a Strength saving throw or be knocked prone. The DC of this saving throw = 8 + your proficiency bonus + your Strength modifier. If a creature succeeds on this throw, it cannot be effected by this feature until the beginning of your next turn.
This effect lasts for one minute, until you dismiss it, or until you are knocked unconscious.
Are the Stars Not a Sea. You understand the world's desire to ebb and flow, and can use the resulting energy to your advantage in battle. As a bonus action, you can assemble a kinetic barrier from the component parts of the universe, using your Channel Divinity.
This barrier acts as a magical shield that orbits your space and grants you +2 AC. This shield does not require hands to wield. This effect lasts for one minute, until you dismiss it, or until you are knocked unconscious.
This ability cannot be used when you are wielding a different shield.
This shield grants you an additional +1 AC at levels 10 and 15 .
Kindle Kindred Spirits
At 7th level, you emanate an aura that fills you and your companions with delight at in the joys of life. The world changes, and you are all a part of it. A wonderful part of it. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 10 feet of you increases by 10 feet until the end of that turn.
When you reach 18th level in this class, the range of the aura increases to 15 feet
Remake, Remodel
You have listened to the world, and the words of its people. You are a storyteller. You are a story, and you know how stories go. Starting at 15th level, you can use this knowledge to bring about a new reality. 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.
You can use this ability three times, and you regain any expended use when you finish a long rest.
(Never) The Last Knight Alive
At 20th level, you can empower yourself with the legends — whether true or exaggerated — of those who walked before you, of those who you represent now. As a bonus action, you can summon a host of astral figures to fight by your side for a duration of one minute. These figures can be folk heroes, religious figures, or people precious to you. The host occupies a five foot sphere centered on you, and is intangible. While the host is present, you gain the following benefits:
- You are blessed with the knowledge of past and future weaver knights, gaining advantage on all Intelligence, Wisdom, and Charisma saving throws.
- Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
- As a bonus action, you may make a special melee attack, originating from any square your host occupies.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Previous Versions
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1/24/2021 10:06:55 PM
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