Base Class: Paladin
Tenets of Timekeeper
Safeguard of the Flowing Sands. It is your sacred duty to protect your timeline from entities who could threaten it, whether that be intentionally or unintentionally.
Past, Present, and Future Plan. Your existence has already been written in the sands of time, everything you’ve done, are doing, and will do has been written in your fate.
A Guardian of the most Sacred Existence. Your duty is to protect the very fabric of your timeline, anything that threatens it, good or bad, does not matter to you. As long as it is a danger to the fate and destiny that time has planned out for it, then it must be destroyed.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Fast Forward Effect. When affected by an effect that can wear off in time you can use your channel divinity on your turn to end the effect early. The effect can’t be ended early if it lasts more than 1 hour.
- Rewind Attack. When a creature hits you with a melee or ranged attack you can rewind time to just before that attack was made, forcing them to reroll the attack they made against you.
Aura of Warping
Starting at the 7th level, an aura of distorted time warps around you as you become an anchor within your timeline. Any enemies within 10 feet of you have their movement speed reduced by 5, any creature that enters your aura must succeed a Wisdom saving throw against your spell save DC. If the enemy fails the saving throw they have a disadvantage on attacks against you and friendly creatures within 10 feet of you as their perception of time is warped. This effect ends if the creature exits the aura’s range.
At the 18th level, the range of this aura increases to 30 feet.
Chronological Order
Beginning at the 15th level, you are always at the top of the initiative list and the first to make your action.
Temporal Champion
At the 20th level, time chooses the optimal chances for your success. As an action, you harness the power of the sands of time, gaining the following benefits for 1 minute.
You gain an advantage on attack rolls.
When you hit a target you can roll the damage twice and choose from the highest.
You and friendly creatures within 30 feet of you have advantage on saving throws, you can add our charisma modifier to the saving throws (minimum of +1).
Once used you can’t use this ability until you take a long rest.
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