Paladin
Base Class: Paladin

You have made an oath to guard time. Some Oath of Time paladins fight against those that would attempt to turn time back or forth, while others will simply protect the events of all time, becoming historians and librarians.

Tenets of Devotion

Time is the Final Judge. Your task is to bring those who disrupt time to justice, but know that even those that escape your grasp will receive their dues in time.

The End is Inevitable. All will fall to the ravages of time eventually, even the gods themselves, and any who attempt to circumvent this must be stopped.

A Ripple is Harmless, a Wave Crushing. The gods of time can forgive small ripples in the fabric of time, but large disturbances are troubling.

Channel Divinity

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

Relive the Past. As an action, you present your holy symbol and speak a prayer, using your Channel Divinity to reopen old wounds. Choose a number of creatures equal to your Charisma modifier within 30ft of you that you can see. Each target must succeed on a Wisdom saving throw, or take psychic damage equal to 1d8 + your paladin level. If a target has taken damage since the beginning of your last turn, it makes its saving throw at disadvantage.

Time Lock. As an action, you present your holy symbol and speak ancient words lost to the ages, using your Channel Divinity. Choose one creature within 30ft of you. That creature must make a Wisdom saving throw or be frozen in time for 1 minute. The creature is stunned, can’t move or speak, and doesn’t experience time until the duration has passed or until it is physically interacted with or takes any damage.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Paladin Level Spells

3rd

Guiding Bolt, Identify

5th

Augury, Mirror Image

9th

Haste, Slow

13th

Death Ward, Divination

17th

Skill Empowerment, Temporal Shunt

Bonus Proficiency

Also at 3rd level, you gain proficiency in the History skill. Your proficiency bonus is doubled for any ability check you make that uses that proficiency.

Aura of Reversal

Starting at 7th level, you emanate an aura of jumbled time. The aura extends to 10 feet from you in every direction. When another creature in this aura makes an ability check, attack roll, or saving throw, you can use your reaction to move time for that creature either backwards or forwards, giving them either more or less time to react. The creature receives a bonus or penalty (your choice) equal to half your Charisma modifier (rounded up, minimum of 1).

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

Temporal Control

At 15th level, you learn to subtly manipulate the flow of time around you and people near you, gaining the following benefits:

  • For every ten years that pass, you only age one, you suffer none of the frailty of old age, and you can’t be aged magically.
  • You can spend ten minutes resting to gain the full benefits of a short rest. Once you use this feature, you can’t do so again until you finish a long rest.
  • You can cast the Lesser Restoration spell once without expending a spell slot, and you regain the ability to do so when you finish a short or long rest. In addition, you can cast Greater Restoration once with expending a spell slot, and you regain the ability to do so when you finish a long rest.

Timekeeper

At 20th level, you have become a champion of time, dedicated to preserving it. Using an action, you can magically transform into an avatar of time, briefly existing in multiple moments at once. For 1 minute, you gain the following benefits:

  • You can’t suffer from disadvantage on any attack you make, and attacks against you can’t benefit from advantage.
  • You are under the effects of the Blink spell. This effect cannot be dispelled.
  • At the start of each round, you can choose when to act on the initiative table, regardless of your initiative.

Once you use this feature, you can’t use it again until you finish a long rest.

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