Paladin
Base Class: Paladin

The Oath of Transformation is one of chaos and freedom, calling paladins who fight for lives of change. These paladins, often driven by wanderlust as they are, have no single order to unite them. Instead, these knights of dawn, as they are sometimes called, bring rejuvenating transformations to wherever they travel.

Paladins who swear this oath do not seek to remove law, but rather to uphold the balance between chaos and order. Mystery is their ally, as they draw on power from trickster gods of chaos, believing that life flourishes when questions yet remain. They stand against rigid structures that seek to crush creativity, and where change flourishes, they fight to protect life itself. The source of their magic is their own ability to transform and focus the energy of entropy - few paladins of this oath have contact with a higher power.

Tenets of Transformation

The words of the tenets of the Oath of Transformation vary by paladin, reflecting its emphasis on uniqueness and self-creation, but all tenets share themes of change and freedom.

Truth. Your word, freely given, is your promise. Truth is the only constant in an ever-changing world.

Self-Actualization. Stay true to yourself and your values. Do not bend to those who would threaten them.

Preserve Your Passion. Delight in the wonders of the world. If you allow the light of freedom and love to die in your own heart, you can't preserve it in the world.

Kindle the Light of Change. Break the chains of the oppressed, provide hope to the weary, and beat back despair. Change rejuvenates life.

Channel Divinity

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

Conjure Duplicate. As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.

Weapon of Chaos. As an action, you imbue one weapon that you can see with chaotic energy. For 1 minute, the weapon is considered magical and whenever it hits a target, the weapon activates chaos. Roll a d8 to determine what form this chaotic energy takes:
1- The target must make a Wisdom saving throw against your Paladin spell save DC. If it fails, it must immediately use its reaction to use its full movement to move away from the attacker. This movement does not provoke opportunity attacks.
2- The target of the attack must make a Strength saving throw against your Paladin spell save DC or be knocked prone.
3- The target of the attack takes 1d6 fire damage and the weapon emits dim red light for 20 feet for the duration.
4- Each creature within 10 feet of the target of the attack, excluding the target, takes 1d6 radiant damage and is surrounded by a faint light for the duration.
5- The wielder of the weapon becomes invisible for the next minute. During this time, other creatures can't hear them. The invisibility ends if they attack or cast a spell.
6- The wielder of the weapon gains 1d6 temporary hit points and is wreathed in smoke for the duration.
7- The wielder of the weapon regains hit points equal to half the damage done (rounded down).
8- The weapon activates chaos bolt on a random creature hostile to the wielder that is within range.

You can end this effect on your turn as a bonus action. The effect also ends if the weapon is no longer being carried, or if you fall unconscious.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Motion

Starting at 7th level, you may choose to emit a faint aura of chaos whenever you are conscious. This appears in the form of a faint shroud of light and a small swirling dust storm around you, affecting those around you with the constant, subtle change in your appearance. While this feature is active, hostile creatures within 10 feet of you have disadvantage on wisdom saving throws. Additionally, you have advantage on wisdom saving throws.

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

Traveler's Boon

At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.

The Trust of Time

At 20th level, as an action, you can briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take a number of turns in a row equal to your Charisma modifier + 1. You can use actions and move as normal. This effect ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you. When time resumes, any enemy creature within 30 feet of you takes 10 radiant damage.

Once you use this feature, you can’t use it again until you finish a long rest.

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