Paladin
Base Class: Paladin

Paladins who swear the Oath of Possibility devote themselves to the reality that there is not one set way of doing things. In actuality, there exists a myriad of different outcomes to any given moment, and these paladins choose to seek the best outcome in every scenario. They hone their skills to such a fine tune that they begin to peer between the lines of causation and see the different outcomes before reaching through the thin veil between them and pulling the best outcome into their reality. These paladins recognize that although they can't control fate, they can alter their outcomes to ensure that they continue to live long enough to reach their destiny, whatever that may be. 

 

TENETS OF POSSIBILITY

The tenets of The Oath of Possibility serve to remind paladins of the power and dangers that come with looking through realities.

One Flow, Many Rivers. Time flows in one direction but can lead in many different outcomes depending on the actions of individuals.

Careful Causation. The ability to change the results of people's actions must be used in careful mediation.

Cyclical Fate. While the small daily changes can be made, the grand wheel of fate can't be changed.

Threaded Masterpiece. Everything works together and affects other threads; small changes to one situation will also have implications elsewhere.

 

 

Paladins who swear the Oath of Possibility usually find themselves in the service of a the Goddess of Death or Fate. They realize that although the natural order must be maintained, and to a certain degree can't be altered, that does not mean that every choice is predetermined, and the outcomes of some choices can also be altered. These paladins reach deep within themselves and learn to master both the mental and physical aspects that are required to see beyond what is seen, and pluck those strings of fate. 

Paladins who follow this order begin to realize that their actions have longstanding consequences in the world around them, in many cases far beyond what they may even realize. Because of the massive amount of mental fortitude it takes to alter people's lives and not feel guilt or pride at what they have done has led to this order not sharing their secrets publicly. After a handful of paladins sought to rise above their mortal limitations and claim godhood, the order removed all traces of their existence from known record. After these paladins ended up unraveling themselves from reality completely, the remaining paladins realized the danger that this power holds. Now, future paladins are hand-picked to step into this order by a soon-to-retire member. They are trained 1-on-1 until the senior member reaches a point when they have to pass on and this new recruit steps up to take their place.

Channel Divinity

When you choose this Oath at 3rd level you gain access to the following Channel Divinity options:

Undo Timeline: As a bonus action, you present your holy symbol and call upon your deity. Every hostile creature within 30 feet of you that can hear and/or see you must make a Wisdom saving throw. On a failure, any attack made against any creature that is not you is made at disadvantage until the end of your next turn. This effect ends early if you fall unconscious or die.

Flow of Time: As an action you stop the flow of time for all targets of your choice in a 30ft range centered on you.  All targeted creatures must make a Constitution save, and upon failing are stunned until the beginning of your next turn.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Possibility Spells

Temporal Protection

Upon taking this oath at 3rd level, you gain the ability to conjure a set of holy armor as a bonus action. This holy armor may take on any appearance of your choosing, but will always bear the symbol of your deity. This replaces the need for you to wear physical armor. If you are wearing any armor greater than light, this effect doesn't grant any bonus to AC.

-While wearing this armor, your Armor Class is equal to 8 + your Charisma modifier + your proficiency bonus

-Additionally, you may spend 1 hour performing a ritual to bind a weapon to yourself. So long as you and this weapon remain within the same plane of existence, you may summon this weapon as a bonus action. You may bind up to 2 weapons in this way, or 1 weapon and 1 shield. Any weapon that you have bound to yourself is considered a magical weapon for the sake of bypassing resistance and immunity to nonmagical weapons. While you may bind a magic weapon to yourself, you are incapable of binding an artifact or sentient item to yourself. If you perform the ritual to bind a weapon to yourself, if you already have two weapons bound, you must choose 1 weapon to unbind from yourself.

Weave of Fate

In the space of your divine aura, you gain the ability to weave the threads of fate for your allies, either weaving power into their attacks or unraveling attacks against them. In addition to the effects granted by your divine aura, you can add one of the following effects based on the feature of your choosing. Only one feature can be chosen: Aura of the Weaver, or Brand of the Unraveler.

Aura of the Weaver

You gain a semblance of control for the space around you, weaving fate in your favor. All allies within your aura have advantage on melee attacks and spells that have an attack roll. This effect lasts as long as they are in the area of your aura and you are not incapacitated.

At the cost of a divine smite, you can grant all allies within your aura an additional 1d8 radiant damage to their next successful attack as your energy channels through them. This amount increases by 1d8 every 5 class levels, maxing out at 4d8 at level 20. Each ally can benefit from this effect only once per spell slot you expend.

Brand of the Unraveler

For the space of your aura, you gain a level of control over what reality you want to exist. For all allies in this aura, your temporal protection blankets them with a semblance of that power and they gain a temporary bonus to their AC. This lasts for as long as they are in the range of your divine aura.

As a reaction when an ally in your aura is hit by an attack (melee or spell), you can activate your brand to decrease the incoming damage. You can activate this brand a number of times equal to your proficiency bonus per long rest. When using this brant, you can only reduce one type of damage at a time (i.e bludgeoning, fire, radiant) that you decide when you cast it.

Oracle of Time

Beginning at 15th level, your control of reality now permeates your aura, shifting the area through time. As long as you are conscious, you can control the shifts through time in the aura to the advantage of you and your allies. Any melee attacks against you or allies in your aura are made at disadvantage as long as you are conscious.

At level 18 when your aura size increases, the size of this effect increases to match your aura size.

Dictator of Chance

At 20th level, your control over reality now permeates the area of your natural aura. 

Reality Shift: As a reaction when you are attack by either a melee attack or a spell, you can choose to have the attack automatically fail, or automatically succeed the saving throw. You can choose to use this after the creature's attack role, but before any effects take place. You can only use this ability twice per long rest.

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