Paladin
Base Class: Paladin

The Oath of Perpetuity calls to paladins who seek to forgive but never forget. They believe that history should not only be written by the victors, but instead every single person should be able to get their word in. They usually trail behind great tragedy or disaster, using their abilities to both ask what happened, and to also make sure something like that could never happen again.

Level 3: Oath of Perpetuity Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.

Oath of Perpetuity Spells
Paladin Level Spells
3 Detect Magic, False Life
5 Detect Thoughts, Zone of Truth
9 Animate Dead, Tongues
13 Banishment, Locate Creature
17 Dream, Legend Lore

Level 3: In Memoriam

You use your divinity to force someone to remember an event from the past. As an action, you can choose 1 creature you can see within 30 feet of you to make an Intelligence saving throw. On a failed save, they become blind for 1 minute as they relive visions of the past that they cannot fully make out. The blind creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Level 3: Eulogy

As a Bonus Action, you can give a fallen enemy one last harrah using your Channel Divinity. Choose 1 enemy that is either dead or rolling Death Saves and force them to use 1 spell that you have seen them use or that you know that they have. This spell uses the enemy's stats, but any damage done by this is halved. If the creature cannot cast spells, this effect fails.

Level 7: Aura of Reminiscence

Starting at 7th level, you can thrust past memories into your allies. When a creature within 10 feet of you would miss an attack or take an attack, you can use your reaction to thrust a vision of them making that exact mistake in the past into their minds, allowing them to fix their mistake as it is happening. Forcing them to reroll their attack dice or forcing the enemy to reroll theirs.

At 18th level, the range of this aura increases to 30 feet.

Level 15: Deja Vu

You gain the spell Encode Thoughts.

Whenever you kill or knock out a creature, you force them to use encode thoughts on themselves.

Returnal

You can empower yourself with events of the past and use that to shape the future. As a Bonus Action, you gain the benefits below for 10 minutes. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Visions of the Past. The past cannot allude you anymore, you gain Advantage on all Intelligence checks.

Visions of the Present. The present is naught but the time to learn from mistakes from the past. Whenever an ally within 30 feet makes an attack roll against a creature and either damages them or uses a spell effect on them, you can use your reaction to repeat the effect or damage on the target.

Visions of the Future. The future is something that will never come. Whenever you hit a creature with an attack roll and deal damage to it, you can force it to make an Intelligence saving throw against your spell save DC. On a failed save, the creature is attacked by Visions of their possible futures. Taking radiant damage equal to half the damage you dealt as well as being blinded for as long as Returnal is active. The blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success on repeated failures they take the damage again. On a successful save, the creature cannot be effected by this feature for 24 hours.

 

Activate Returnal

While you are empowered, you gain the following effects:

Visions of the Past. You have advantage on all Intelligence checks.

Visions of the Present. Whenever an ally makes an attack roll against a creature, you can use your reaction to repeat the damage and effect.

Visions of the Future. Whenever you damage a creature, you force the creature to make an Intelligence save. If they fail, they take Radiant damage and are blinded.

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