Paladin
Base Class: Paladin

Paladins who swear the Oath of Chronomancy dedicate themselves to the preservation and protection of the fabric of time. They harness temporal magic to prevent disruptions to the timeline and ensure that history unfolds as it should.

Tenets of Chronomancy

Paladins who follow the Oath of Chronomancy uphold the following tenets:

  1. Guardians of the Continuum: The flow of time is sacred. Protect it from those who would disrupt or manipulate it for personal gain.
  2. Preserve the Past: Learn from history and safeguard its records. Prevent alterations to the timeline that would erase or rewrite the past.
  3. Champions of Destiny: Help individuals fulfill their destinies and protect them from unnatural alterations or tragic fates.
  4. Temperance in Time: Use temporal magic responsibly and with great caution, for tampering with time can have unintended consequences.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Open Seas Spells table. Spells marked with an asterisk are new spells. See the Sacred Oath class feature for how oath spells work.

Oath of Chronomancy Oath Spells

Paladin Level Spells

3rd

Expeditious Retreat, Longstrider, Zephyr Strike

5th

Hold Person, Vortex Warp

9th

Dispel Magic, Haste, Slow

13th

Secret Chest, freedom of movement

17th

Commune, Gaes

Channel Divinity

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

Chrono Ward: As an action, you can grant yourself or an ally within 30 feet of you advantage on their next saving throw or ability check. This advantage can be used before the end of your next turn. You can use this ability a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Temporal Halt: You can use your Channel Divinity to momentarily halt time for a creature or object within 30 feet of you. This causes the target to be frozen in time for 1 minute, during which it is immune to all damage, effects, and aging. If the target is willing, it automatically enters this time-frozen state. However, if the target is unwilling, it must make a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target is frozen in time as described. On a successful save, the effect has no effect on the target, and your Channel Divinity use is expended. You can use this ability once, and you regain its use after completing a long rest.

 

Chrono Aura

Starting at 7th level, you fill nearby a 10-foot radius around you with temporal energy. In this area, creatures, and objects experience time differently. Choose one of the effects and you can change it as an action.

Slowing Time: You can slow down time in the affected area. All enemies within the aura have their movement speed halved, attack rolls and Dexterity saving throws at disadvantage, and their AC reduced by 2. Each creature may make a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) to resist these effects.

Speeding Up Time: Alternatively, you can speed up time, granting any number of target creatures (including yourself) in the aura to have advantage on attack rolls, dexterity saving throws and add +2 to their AC.

When you reach 18th level in this class, the aura affects creatures within 30 feet of you.

Temporal Strike

At 15th level, your melee weapon strikes carry the essence of time itself. When you hit a creature with a melee weapon attack, you can choose to expend a spell slot to deal an additional 2d6 force damage per spell level. Additionally, on a successful hit, you can force the target to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be affected by the Slow spell until the end of its next turn.

Eternal Guardian

Upon reaching 20th level, you become an Eternal Guardian of the timeline. You can take special action to briefly glimpse into the future or past, allowing you to gain insights and guidance. Once per long rest, you can perform one of the following actions:

  • Foresee: You gain advantage on all attack rolls, saving throws, and ability checks for 1 minute. During this time, you can also cast the Foresight spell without expending a spell slot. The effects of Foresight last for the full minute.
  • Retrospect: You look into the past to gain knowledge or insight. You can ask the DM one question about a historical event, a person, or a place, and the DM will answer truthfully as if you had perfect knowledge of the event

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