Base Class: Paladin
From the humblest squire, striving to make their hourly bell heard above the clatter of rain falling on tin rooftops, to seraphic templars orchestrating the defence of the present against interloping temporal anomalies, Paladins under the Oath of the Timekeepers uphold the orderly march of time. Timekeepers are the investigators of the inconsistent, the protectors who untangle paradoxes, and the portcullis that intercepts suspicious travellers from alternate timelines. To speak the oath is to proclaim timeliness, order, and the present as the pinnacles of virtue.
While time travel is seen as a dangerous practice by any Timekeeper Paladin—stepping on the wrong vampiric flutterby can have dire knock-on consequences—sometimes, it is the only way to achieve one’s mission. Accordingly, venturing “out of time” is never done lightly. Since the Silicagate scandal during the leadership of Horological Millennium Nycks Zawn, all timekeeper orders have taken to recording each and every time jump, documenting with wrist-numbing precision each action and consequence during a mission. The invention of owlglass familiars, with their ability to observe and record entire missions, has been met with a collective sigh by the RSI-addled squires who no longer have to transcribe their knights’ dictations.
Orders of Timekeepers. Many paladinic orders contain Timekeepers. Within the Timespun Sands, none is more well-known than the Horological Order, a militaristic sect based in an ever-shifting headquarters with a self-proclaimed jurisdiction to police this final remaining timeline. Lower ranks of their order, like Minutes and Seconds, typically hunt and exterminate temporal and spatial anomalies—aberrant beings born of the rifts time travellers open. Senior timekeepers, such as Centuries and Decades, concern themselves with tracking down unapproved time travellers and, as is the current case, locating the Cult of the Final Hour. In all cases, slaying any quarry other than an anomaly is seen as a punishable failure; all must be arrested and tried according to the principles of law and order.
features
Tenets of the Timekeepers Thanks to Horological Millennium Nycks Zawn, who travelled back in time to make sure all his predecessors agreed with his version of the verbiage, the tenets of this order, though slightly contradictory, have existed since time immemorial.
Live in the Present. Dwell not in the past, nor worry about the future. Think only of the present and maintaining the web that led to this moment.
All Are Judged in Time. Be the metronome which keeps fluid the orderly flow of time. Be the chains that bring syncopation to the eyes of the justiciars.
Keep Time. Be never late. Be never early. Arrive precisely when you are meant to.
Go with the Flow. Be like sand, adapting to the vessel in which you find yourself.
Oath Spells
3rd-Level Oath of the Timekeeper Feature
You gain oath spells at the Paladin levels listed.
Oath of the timekeeper spells
Paladin Spells
Level
3rd Command, Doom Future*
5th Augury, Hold Person
9th Haste, Slow
13th Banishment, Divination
17th Endure*, Legend Lore
Channel Divinity
3rd-Level Oath of the Timekeeper Feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Tactical Tardiness. You can use your Channel Divinity to delay the impact of harm against a creature. As an action, choose one willing creature other than yourself that you can see within 30 feet of you. For a number of rounds equal to your Charisma modifier (minimum 1 round) the creature doesn’t take any damage, although all damage that would be dealt to the creature is recorded. At the start of the creature’s turn after this period has elapsed, the creature immediately takes all the recorded damage in a single instance.
Temporal Dilation. You use your Channel Divinity to secrete creatures in pockets of nearly-frozen time. As an action, choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum 1 creature). Each creature must make a Charisma saving throw. On a failed save, until the end of your next turn, a creature is Incapacitated, has its Speed reduced to 5 feet (if not already lower), can’t speak, and can’t interact with the world around them in any way. If the creature takes damage, is hit by an attack, is affected by a condition, is forced to make a saving throw, or is moved, this effect instantly ends for it.
Aura of Stasis
You emit an aura of temporal malleability while you aren't Incapacitated. When a creature moves while within 10 feet of you, you can use your Reaction to force it to make a Charisma saving throw against your Paladin spell save DC. On a failed save, the creature’s Speed is reduced to 0 feet until the start of its next turn. At 18th level, the range of this aura increases to 30 feet
Future Conditional
15th-Level Oath of the Timekeeper Feature: You’ve learned how to borrow vitality and endurance from your past self. When you start a Long Rest and have spell slots or more than 1 Hit Point remaining, you can choose one of them to store.
Hit Points. You lose a number of Hit Points up to an amount equal to your Paladin level. You can’t reduce yourself to below 1 Hit Point. At the end of the Long Rest, you gain a number of Temporary Hit Points equal to the number of Hit Points sacrificed.
Spell Slots. You sacrifice one spell slot of any level lower than the highest-level Paladin spell you can prepare. At the end of the Long Rest, you gain an extra spell slot equal to the level of spell slot sacrificed in addition to those normally regained at the end of a Long Rest. This extra spell slot disappears when you finish your next Long Rest.
Future Perfect
20th-Level Oath of the Timekeeper Feature
You tap into the steady metronome of the multiverse, playing with the grains of its flow with unparalleled precision. As a Bonus Action, you gain the following benefits for 1 minute:
You are immune to the Exhaustion condition, and you can’t be magically aged. You can take one additional Reaction each round, which you regain at the start of each of your turns.
You can only take one Reaction on a turn. As a Bonus Action, you can force one creature within 30 feet of you to make a Charisma saving throw against your Paladin spell save DC. On a failure, the creature’s Speed is reduced to 0 feet, it can’t take Reactions, and it can only take an action or Bonus Action on its next turn, not both. This effect ends at the start of your next turn.
As an action, you can force one creature within 30 feet of you to make a Charisma saving throw against your Paladin spell save DC. A creature takes 8d8 Force damage on a failed save or half as much damage on a successful one.
As an action, you can cause time to move quicker for one creature you can see that is within 30 feet of you. Until the end of its next turn, its Speed is doubled, and it has Advantage on Dexterity saving throws. On its next turn, it can take one additional action
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