Base Class: Paladin
Paladins that take this oath usually pledge themselves to the gods of time, granting them temporal privileges. At first, these paladins are not yet full agents, but will be practicing the arts of chronomancy. The gods grant them forgiveness for minor disturbances in the temporal continuum. When sufficiently trained, they first become a Timekeeper, then eventually become a Chronokeeper. From this point onwards, the gods will send them after the enemies of time themselves.
Tenants of Time
The tenets of the Oath of Time, unlike most other oaths, tend to stay the same for each paladin. Regardless, some paladins have slightly differing vows. Paladins that swear to this oath are often of a neutral alignment, either lawful or true neutral, but there are rare cases of chaotic Chronokeepers. The original founders of the oath dedicated themselves only to upholding time itself, no matter the consequences. Newer orders, such as the Timekeepers of Labelas Enoreth, have focused mostly on good acts to uphold the laws of time. These tenets always incorporate the following principles:
Judgement. I will seek out those who disrupt time and punish them, unless Chronos has given them permission.
Destiny. I will not save those when it is their time, unless it is for the good of time.
Balance. The gods will forgive me for creating small ripples in the timeline to further my quest, but waves are unforgivable.
Additional Proficiency
When you take this oath at 3rd level you become proficient in the History skill. If you are already proficient in the skill, you gain expertise.
History Expertise
You gain expertise in the History skill.
History Proficiency
You gain proficiency in the History skill.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Timekeeping Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Timekeeping Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Identify, Shield |
| 5th | Augury, Blur |
| 9th | Haste, Slow |
| 13th | Death Ward, Divination |
| 17th | Greater Restoration, Modify Memory |
Channel Divinity
When you chose this Oath at 3rd level you gain access to the following Channel Divinity:
Relive your Pain:
As an action using your Channel Divinity, you present your holy symbol and speak a prayer to Chronos, causing old wounds to flare up again. Each hostile creature within 30 feet of you must make a Charisma saving throw, taking psychic damage equal to 2d10 + half your paladin level on a failed save and half as much on a successful one. If the creature has been damaged since the beginning of your last turn, it makes the saving throw with disadvantage.
Time Lock:
As an action using your Channel Divinity, you present your holy symbol at a target and speak ancient words lost in the ages. Choose one creature within 30 feet of you that you can see. That creature must make a Dexterity saving throw or be frozen in time for 1d10 rounds. The creature is considered unconscious, but they do not fall prone. All attacks, spells, or effects do not apply to the creature until the end of Time Lock (Ex.: If you cast Infestation on the creature and make it move, it will only move when the Time Lock ends). The creature may reroll the save at the end of each of its turns, ending the effect on a success.
At level 15, the range of both abilities increases to 60 feet.
Aura of Eons
Starting at 7th level, you constantly emanate a protective aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
You and friendly creatures gain a bonus to Armor Class equal to your proficiency bonus.
At 18th level, the range of this aura increases to 30 feet.
Timekeeper
Starting at 15th level, you are able to control your own flow of time. You gain the following benefits:
- You no longer age naturally, you may choose to allow your body to age forward or backward at will.
- You can gain the same effects of a long rest after spending only 4 hours resting.
- If you are brought down to 0 HP, you can choose to rewind time to avoid the lethal damage. Once per long rest, you may spend your reaction to reverse the effect that brought you down to 0 HP, leaving you at 1 HP instead.
Chronokeeper
At 20th level, you have become a force of time, dedicated to preserving it. As an action you can cause yourself to shift between different moments in time, for 1 minute, you gain the following benefits:
- When you activate this ability, roll five d20s and record the numbers rolled, along with a 20, 10, and 1. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see within 30 feet with one of these rolls. You can choose to replace the roll after you see whether the roll succeeds or fails, or before. Once the ability finishes, all unused rolls disappear.
- As a reaction when you receive damage, you may choose to spend a spell slot to prevent up to 10*slot level of damage taken.
- At the beginning of each round, you may choose your place in initiative.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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1/26/2024 7:05:12 PM
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