Oath of Time (5e Subclass)
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Oath of Time
The Oath of Time is an oath as old as existence. Paladins of this oath are protectors of the timeline, weeding out and punishing those that go against the natural flow. Paladins that take this oath usually pledge themselves to the gods of time, granting them temporal privileges. At first, these paladins are not yet full agents, but will be practicing the arts of chronomancy. The gods grant them forgiveness for minor disturbances in the temporal continuum. When sufficiently trained, they become a Chronokeeper. From this point onwards, the gods will send them after the enemies of time themselves.
Tenets of Time
The tenets of the Oath of Time, unlike most other oaths, tend to stay the same for each paladin. Regardless, some paladins have slightly differing vows. Paladins that swear to this oath are often of a neutral alignment, either lawful or true neutral, but there are rare cases of chaotic Chronokeepers. These paladins are dedicated only to protecting the flow of time, no matter how many, innocent or guilty, will suffer because of it. These tenets always incorporate the following principles:
Chronos as final judge. I will seek out those who disrupt time and punish them, unless Chronos has given them permission.
The end is inevitable. I will not save those when it is their time, unless they should aid me on my quest.
A ripple is harmless, a wave crushing. The gods will forgive me for creating small ripples in the timeline to further my quest.
|3rd||Identify, Dissonant Whispers|
|13th||Death Ward, Divination|
|17th||Greater Restoration, Modify Memory|
When you chose this Oath at 3rd level you gain access to the following Channel Divinity:
Relive the Past:
As an action, you present your holy symbol and speak a prayer to Chronos, using your Channel Divinity, causing old wounds to flare up again. Each hostile creature within 30 feet of you must make a Wisdom saving throw against your spellcasting DC, taking psychic damage equal to 2d10 + half your paladin level on a failed save and half as much on a successful one. If the creature has been damaged since the beginning of your last turn, it makes the saving throw with disadvantage.
As an action, you present your holy symbol at a target and speak ancient words lost in the ages, using your Channel Divinity. Choose one creature within 30 feet of you that you can see. That creature must make a wisdom saving throw or be frozen in time for 1d10 rounds. The creature is paralyzed and unaware of its surroundings. Every attack, spell or effect that should affect the creature doesn't affect them until the end of Time Lock (Ex.: If you cast Infestation on the creature and make it move, it will only move when the Time Lock ends). The creature may make a new Wisdom saving throw whenever it takes damage, ending the effect on a success.
Additionally, when you take this oath at 3rd level you become proficient in the History (intelligence) skill.
Starting at 7th level, you are able to rewind time in short bursts. After any one player, creature, or NPC makes a roll within 30 feet of you, you may choose to force it to roll again. This ability must be used immediately after the effect of the roll has occurred. You must use the new roll and you can’t use this ability more than once for a specific roll. You can only use this ability while conscious and you can use this a number of times equal to your charisma modifier per long rest.
Starting at 15th level, you are able to control your own flow of time. You gain the following benefits:
- You can freely control your age and you no longer age naturally.
- You can gain the same effects effects of a long rest after spending only 4 hours resting.
- If you are brought down to 0 HP, you may choose to rewind time to avoid the lethal damage. You spend your reaction to negate the effect that brought you down to 0 HP. You can use this reaction once per long rest.
Additionally, the range of both Relive the Past and Time Lock increase to 60 feet.
At 20th level, you have become a force of time, dedicated to preserving time. Using an action you can cause yourself to exist in multiple moments at once. For 1 minute, you gain the following benefits:
- You have advantage on all attacks and enemies gain disadvantage on all attacks against you.
- You can use your reaction to spend a spell slot to prevent up to 10 x slot level of damage taken from a single hit.
- Every round, you can choose when to act on the initiative tracker, regardless of your actual initiative.
Once you use this feature, you can’t use it again until you finish a long rest.