Base Class: Paladin
The Oath of Movement is the way of paladins that hold the belief that nothing is eternal or immutable, that reality is ever changing and in constant movement. Their oath binds then to the responsibility of steering and directing the waves of change for the greater good. They do not intend to control and impose order but to steer and direct the flows of change and transformation.
Paladins of movement are often adaptable and flexible and in a constant process of self improvement as their truth does not exclude themselves from change. They are often wanderers of some kind, following the scent of conflict and adventure, seeking places where they can better see and influence the turing wheels of reality. The main difference between them is what is the "greater good" they seek to bring about, because of this it is not unlikely that two paladins of movement take different sides in the same conflict and meet in battle.
Tenets of Movement
Stillness and stability are illusions: Paladins of movement understand and live by the truth that everything is always changing, including themselves and their lives. Therefore they shall never stay still metaphorically or literally, always self-improving and never resting on their laurels or being set in their ways.
Conflict is inevitable: Change comes through many ways: destruction, creation, conflict and quite ofte hard and ambiguous choices. The paladin of movement does not shy away from these.
Neutrality does not exist: A paladin must take a side consciously and understand that there is no such thing as being neutral or impartial, refusing to take a side or creating the option that brings the greater good is refusing the one truth they believe in.
Attachments come and go: In life, it is inevitable to be attached to people, things, places and ideas. But people die and change, things decay and ideas become dogma and unfit. A paladin of movement accepts this and does not fight the current of change, rather embraces it and ensures that these moments blossom to their fullest as painful as it may be.
Traditions must prove themselves: The paladin is not against traditions or the old ways, the new is not fetishized, but a tradition that has lost its meaning to be is a rot in need of purging, a decaying dam in the river of reality that must be removed so that the river keeps on flowing.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Movement Spells table. See the Sacred Oath class feature for how oath spells work. If you do not own the content for find greater steed or destructive wave, substitute those spells for divination and dispel evil and good respectively.
Oath of Movement Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Change is inevitable.You can use your Channel Divinity so that your presence exudes the enormous pressure of an ever moving reality. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Winds of change. As a bonus action, you channel the freedom of the winds to bolster yourself for 1 minute. For the duration, your movement doesn't provoke opportunity attacks. Once before the duration ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Aura of Adaptability
Starting at 7th level, you emanate an aura of readiness while you’re not incapacitated. When you and any creatures of your choice within 10 feet roll initiative, you all gain a bonus to initiative equal to your charisma modifier.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Flow of Life
At 15th level, as an action you can allow two (including yourself) willing creatures to alter the flow of life between them, one will sacrifice any amount of their own hitpoints while the other will receive half as much. You must touch the creatures to allow the transfer.
The Unrelenting Current
At 20th level, you learn to briefly align yourself perfectly with the currents of reality, bending its movement and flow around you. As an action, you affect all creatures in a 60ft radius from you with the following effects:
- Allies (including yourself) have their speed doubled, their movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce speed nor cause them to be paralyzed or restrained. They gain 2 AC, advantage on dexterity saving throws.
- You gain an extra action that can only be used to attack, dash, disengage, hide or use an object.
- Hostile creatures have their speed halved, take a -2 penalty to AC and dexterity saving throws and regardless of the creature's abilities or magic items, it can't make more than one melee or range attack during its turn.
- If a hostile creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Mar 10, 2021Huh, I forgot to add that, I think the standard 1 minute should be good, gonna edit it in.
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Posted Mar 9, 2021I honestly like the idea behind this subclass, my only question is what is the time limit for the 20th level ability?