Base Class: Paladin
Tenets of the Eternal Order
The tenets of the Oath of the Eternal Order have not been shared with the outside world for many centuries, but the faithful excel at spending their time wisely. Their core principles are:
Strive for Truth. Every action you take and statement you make is in pursuit of truth, regardless of pain or displeasure.
Adherent to Oaths. Any promise made is a permanent one. These bonds are stronger than any legal document and must be protected at all costs.
Eternity Personified. Nothing can ever be truly forgotten, and no one ever really dies. You will be eternal, passing your stories and responsibilities to future generations.
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options:
Universal Truths. You can use your Channel Divinity to create a zone of truth as per the spell. When you do this, you may extend the duration of this effect by one hour for each hit die that you expend.
Divine Inquiry. You can use your Channel Divinity to ask a creature a single, specific question. If you do, that creature must answer quickly and truthfully unless they succeed on a Wisdom saving throw. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier. A creature that succeeds on this saving throw and chooses to lie or mislead takes an amount of radiant damage equal to your paladin level in d6s. For example, a 5th level paladin of the Oath of the Eternal Order that uses this feature would inflict 16 (5d6) radiant damage to a creature.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
expeditious retreat, mage armor |
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Aura of Resolute Will
Beginning at 7th level, you find that your will has been steeled by faith and experience. If you would fail a Wisdom saving throw, you may choose to succeed on that saving throw instead. If you do, you also gain one level of exhaustion. At 18th level, when one of your allies within 30 feet would fail a Wisdom saving throw and you are aware of the effect that caused the saving throw, you may instead choose to have them succeed. If you do, you also gain one level of exhaustion.
Into Eternity You March
Starting at 15th level, you begin to exhibit aspects of undeath, including gaining a phylactery as if you were a lich. When you are reduced to 0 hit points and are not killed outright, you can choose to have your soul escape into your phylactery. If you do, and your phylactery is not destroyed while your soul is inside of it, you gain a new body in 1d10 days and return to it. When you do, you regain all of your hit points. Your new body appears within 5 feet of the phylactery. If your phylactery is destroyed, you can beseech your deity for a new one. This may require a quest or special holy mission; work with your DM for details.
An Oath Fulfilled
At 20th level, you fulfill your oath and become a physical manifestation of that promise. Your type changes to undead, but your physical form does not necessarily change. Your hair may turn grey, white, or even fall out, and your skin may become brittle or leathery; these details are yours to determine.
Additionally, you gain the following powers:
• Limited Turn Immunity. If you would be turned (such as by a cleric’s ability to turn undead), you may choose to ignore that effect. Once you use this ability, it can’t be used again until you complete a short or long rest.
• Orb of Faith. You hurl a magical ball of manifest faith that explodes at a point you can see withing 120 feet. Each creature in a 20-foot-radius sphere centered on that point must make a DC Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. The sphere spreads around corners. A creature takes 35 (10d6) force damage and 35 (10d6) radiant damage on a failed save, or half as much damage on a successful one. Creatures that fail this saving throw by 5 or more are also stunned for a number of rounds equal to your Charisma modifier (minimum 1). Once you use this ability, it can’t be used again until you finish a long rest.
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