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# Tradition ## A Paladin Sacred Oath ___ The world survives on the foundation of what has gone before: Today's peace was hewn won by forebears' blood, and today's world was hewn by yesterday's kings. Every mortal springs forth from this foundation of history, born to parents, growing through society, and learning from the mistakes and successes of yore. Despite this, the past is an ephemeral thing, surviving on the merits of fragile archives and errant memory. And when a mortal dies, they are removed from this plane, doomed to be forgotten if vigilance and care are not taken. Those whom swear the Oath of Tradition recognize the value of history, of lore, of the past. Called knight-chroniclers or yoreguards by some, these paladins are protectors of traditional institutions as well as keepers of those stories that would otherwise be forgotten, be it the grand epic of a dead empire, recorded on but one surviving manuscript, or the joyful memories of an elder recollecting the first harvest festival of a village no longer so young. These paladins can be found in service to gods of home and civilization, such as Estanna or Erathis, under the authority of grand archives and keepers of history, or in temples and shrines dedicated to the remembrance and veneration of deceased ancestry. Many can be found questing through the world in search for stories that would otherwise be forgotten. Others travel in order to stand in opposition to forces that threaten to destroy what came before. #### Tenets of Tradition ___ Different cultures vary slightly in how each articulates the oath of tradition. Neverthless, it is universally handed down from effectively antiquity, no matter the place or time of its bearer. ***Heritage.*** Carry on the old traditions, yesterday's way of life, connecting the past to the present and enlivening both. ***Remembrance.*** Write the stories of people and cultures and places upon both crude matter and upon your mind. By remem-bering these tales, that which is gone yet lives. ***Joy.*** Celebrate successful preservation, revel in surviving legends, and savor traditions still observed. When heritage is respected, all become part of something more. ***Sorrow.*** When history is lost, when stories are forgotten, when cultures die, and when traditions are trampled, weep. Mourn ancient beauty and horror alike, for it mattered. #### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of Tradition Spells | Paladin Level | Spells | |:----:|:-------------| | 3rd | \**ceremony*, *unseen servant* | | 5th | *healing spirit*, *zone of truth* | | 9th | *sleet storm*, *speak with dead* | | 13th | *guardian of faith*, *stoneskin* | | 17th | *commune*, *legend lore* | \columnbreak #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Turn Machination.*** As an action, you use your Channel Divinity to abjure fabricated locomotion. Each construct or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. ***Invoke Legacy.*** You call upon the spirits of those who have passed, using your Channel Divinity. As an action, choose a number of creatures up to your Charisma modifier (minimum of one creature) that you can see within 60 feet of you. Each creature gains advantage on the next ability check or attack roll it makes within 1 minute. Alternatively, you can touch one creature as an action and grant it advantage on Intelligence (History) checks for the next 10 minutes. #### Archivist ___ By 3rd level, you understand that records can connect the past to the present. You gain proficiency in calligrapher's supplies. #### Aura of Reverence ___ Beginning at 7th level, your presence wards against desecration and decay. Dead creatures within 10 feet of you cannot be reanimated as undead, and written material cannot be destroyed unless you permit it. Additionally, whenever you or a friendly creature within 10 feet of you takes necrotic damage, you can use your reaction to grant that creature immunity to that instance of damage. At 18th level, the range of this aura increases to 30 feet. #### The Old Ways ___ At 15th level, your connection to the past deepens, making your frame as firm as the earth. You gain proficiency in Constitution saving throws. You also can read all writing and can perfectly recall any creature's name that you learn. #### Bridge to the Past ___ Beginning at 20th level, you can use your action to channel the legacy of history. For 1 minute, you are surrounded by spirit beings who confer the following benefits: - You can touch and make melee attacks against creatures within 30 feet of you. - You can make a single weapon attack as a bonus action. - You gain the benefit of three-quarters cover against all ranged attacks targeting you. - Space within 30 feet of you is considered difficult terrain for hostile creatures. After using this feature, you must finish a long rest before you can use it again. \pagebreak # Tomorrow ## A Paladin Sacred Oath ___ To some, the age of a world is marked by its changes, the advancements and progress made in thought, machinery, and life. The club gives way to the spear, then the sword; crude sorceries and pacts give way to wizardly arcana; and the wandering tribe becomes a village, then a city, then an empire. Society itself grows, shaking off yesterday's technology and tinkering with new mechanics, new magics, new lives. Those who swear the oath of tomorrow believe in the virtue of this progress and strive to push the world forward, opposing reactionaries who would stand against such. They are guard-ians of universities, inquisitive natural philosophers, and advoc-ates for the power of machinery and other artificial locomotion. In many circles of thinkers, these paladins are called philosopher-knights and tomorrowbringers, and they may follow gods of technology, such as Gond or Murlynd, or swear fealty to deities of logic and progress, like Draxis. Others yet may worship none, instead espousing pure reason as greater than faith. Be they pure machinists or fiery advocates for social rearrangement, these paladins wield powers from their personal vision of the future as they quest to put an end to the most recent chapter of history. #### Tenets of Tomorrow ___ The tenets of tomorrow are a newly crafted vow, often mutating to better fit the rapidly progressing world philosopher-knights and tomorrowbringers seek after. ***Effect Change.*** Stagnation is death for society. Always drive experimentation, new ways of thinking, and cultural progress. ***Pure Reason.*** Mortals should be rational beings. The power of your reason will unlock the secrets to greater futures. ***Mortals are Limitless.*** Defy the irrational chains placed upon what mortal civilization can and cannot accomplish. There is a future grandeur just waiting to be achieved. ***Kill the Past.*** The society of the past did not know what you do now. It is a scar reminding mortals of what they thought they couldn't do. Let history die in its cobwebs. #### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of Tomorrow Spells | Paladin Level | Spells | |:----:|:-------------| | 3rd | *bane*, *grease* | | 5th | *heat metal*, *searing smite* | | 9th | *lightning bolt*, \**tiny servant* | | 13th | *fabricate*, *polymorph* | | 17th | *animate objects*, *reincarnate* | #### Channel Divinity At 3rd level, you gain the following two Channel Divinity options. ***Turn the Antiquated.*** As an action, you offer an indictment of that which would hold back progress, using your Channel Divinity. Each aberration or dragon that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the ___ creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. ***Empower Invention.*** As an action, you can imbue one weapon that you touch with electricity, using your Channel Divinity. For 1 minute, attacks made with that weapon inflict extra lightning damage equal to your Charisma modifier (minimum of +1). The weapon also emits bright light in a 10-foot radius and dim light 10 feet beyond that. Alternatively, you can touch one friendly construct. For 1 minute, its attacks inflict extra lightning damage equal to your Charisma modifier (minimum of +1). Additionally, the construct emits bright light in a 10-foot radius and dim light 10 feet beyond that. You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends. #### Mechanist ___ You have envisioned a mechanical future and labor to bring it to pass. At 3rd level, you gain proficiency in tinker's tools. #### Aura of Reason ___ Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against being stunned and on Intelligence checks made to perceive or see through illusions. At 18th level, the range of this aura increases to 30 feet. #### Electric Feedback ___ Beginning at 15th level, whenever a hostile creature hits you with a melee attack, it takes lightning damage equal to your Charisma modifier (minimum of 1). #### Avant Guardian ___ By 20th level, your advocacy for progress manifests in your own visage, fusing flesh, magic, and steel. As an action, you can adopt the following traits: - You are immune to poison, psychic, and lightning damage. - You are immune to being charmed, exhausted, frightened, paralyzed, petrified, or poisoned. - You are resistant to nonmagical bludgeoning, piercing, and slashing damage inflicted by nonmagical weapons that are not made of adamantine. - Your melee weapon attacks inflict an additional die of damage. This effect lasts for 1 minute. After using this feature, you must finish a long rest before you can use it again. > Created by /u/BunnygeonMaster using [GM Binder](https://www.gmbinder.com). > > The spells *ceremony* and *tiny servant* can be found in *Xanathar's Guide to Everything*.