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## Oath of Continuity Fate. Destiny. The correct flow of time. The acceptance of and attitudes towards these concepts vary dramatically across both societies and individuals alike. Regardless of whether some determined destiny or delphic prophecy exists, there are some who take it upon themselves to protect the timestream they believe to be just from outside forces. Paladins who forge an Oath of Continuity have a sworn duty to govern the threads of fate: both binding the chosen few together, and cutting nefarious cords short. These protectors of prospective futures harness the powers of time and fortune, following the planned path of events decreed by a higher power, an esoteric community of prophetic foresight, or an incomprehensible consciousness lying at the end of time. When you choose a paladin oath at 3rd level, the following homebrew option is available to you: the College of the Old Songs. #### Tenets of Continuity A paladin who forges the Oath of Continuity swear to sustain a chosen weave of destiny at all costs. ***Tether the Threads Together.*** Place all of the pieces in their destined positions. ***Secure the Chosen Strands.*** Protect those prophesied until they play their part. ***Sever the Divergent Strings.*** Eliminate those who dare stand against the correct course of action. #### Oath Spells Upon choosing this subclass at 3rd level, you gain oath spells at the paladin levels listed in the Oath of Continuity Spells table. See the Sacred Oath class feature for how oath spells work. \columnbreak
##### Oath of Continuity Spells | Paladin Level | Spells | |:----:|:-------------| | 1st | _bless_, _gift of alacrity_ | | 2nd | _augury_, _hold person_ | | 3rd | _blink_, _haste_| | 4th |_death ward_, _divination_ | | 5th | _hold monster_, _legend lore_ | #### Channel Divinity Also at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. ***Channel Divinity: Rewinding Step.*** As a bonus action, you can use your Channel Divinity to retrace your personal timeline, buying you precious seconds. You immediately teleport to an unoccupied space that you can see. You must have occupied that space at some point during the current turn. You then immediately gain a special additional action. This action can be used only to take the Attack (one weapon or unarmed strike attack only), Dash, Disengage, Hide, or Use an Object action. ***Channel Divinity: Twist Fate.*** As a reaction, when another creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your Channel Divinity to make a minor manipulation to that creature’s destiny. Roll 1d10, and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur. \pagebreak #### Aura of Deceleration From 7th level, you exude a distorting aura, altering the ebb and flow of time around you. When a creature you can see starts its turn within 5 feet of you, you can choose for it to make a Wisdom saving throw against your spell save DC. On a failed save, the creature’s speed is halved, and can only use either an action or a bonus action on its turn, not both. The effects last until the start of its next turn. When you reach 18th level in this class, the range of the aura increases to 10 feet. #### Chronological Evasion Beginning at 15th level, you’ve learnt to shunt a creature to a later point in their timestream to avoid injury. When you or another creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to cause the creature to instantaneously disappear, causing the attack to miss. The creature reappears in the space they occupied, or the nearest unoccupied space if that space is occupied, at the start of their next turn, with no recollection of any of the events that happened while they disappeared. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. #### Torn Across Two Timestreams By 20th level, your mastery of the flow of time allows you to pull an incorporeal duplicate of yourself from a parallel timeline to fight alongside you. As a bonus action, you gain the following benefits for 1 minutes: * When you are hit by an attack roll, roll a d6. If the result is odd, the attack hits you as normal. If the result is even, however, the attack hits the duplicate instead, and has no effect. * You can maintain concentration on two spells at once, provided that at least one of the spells is granted by your Oath Spells feature. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
> ##### Art Credits > > * *Time Walk* by Chris Rahn > * *Time Sieve* By Franz Vohwinkel