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# Oath of the Narrative ## *The world is a strange place. When you grow up in a world awash with magic, monsters, gods, and demons, it is normal... but what if it wasn't? Some brave, lucky, or unlucky souls occasionally get a glimps of the deeper reality of the world, and realize that it's all a story being told by intelligent beings greater than the greatest of gods. Such an insight can be extremely traumatic, but to those who keep their sanity, such insight can grant them impressive power.* ## Tenets of the Narrative Though the exact words and strictures of the Oath of the Narrative vary, paladins of this oath share these tenets. ___Play your role___ - One must work with the narrative and bend it through themselves and their position in the narrative, rather than try and stop or disrupt it. ___Share the stage___ - Knowing that you are a character in a story doesn’t make you any less one, nor does it make the narrative yours. Let others change the pace, scene, genre, direction as their character wills, for their will is that of the creator. ___The show must go on___ - Change and conflict are the true drivers of the world. If one power dominates all others, ending conflict, the narrative of the world also ends. Prevent this outcome at all costs. ___There are four walls___ - Those within a story think of themselves as people, not characters. This illusion is necessary for the narrative to continue. If the illusion is somehow broken, those awakened deserve as much support as possible. ##### **Oath Spells** You gain oath spells at the paladin levels listed.
Oath of the Narrative Spells
Paladin Level
Spells
3rd
Chaos Bolt
,
Compelled Duel
5th
Knock
,
Zone of Truth
9th
Haste
,
Thunder Step
13th
Divination
*,
Fabricate
17th
Banishing Smite
,
Contact Other Plane
*
_*It is assumed that these spells are contacting the narrator/creator directly for assistance. Whether that is true or not is up to the Paladin to discover._ ### Truthseer When you take this oath at 3rd level, you gain proficiency in the Insight skill. If you already have proficiency in Insight, or later gain proficiency through other means, you gain Expertise in this skill instead. \columnbreak ### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. * **Turn it Over.** As an action, you can easily and effectively study your surroundings as you use your knowledge of the nature of reality to probe deeper than most. For 1 minute, you have advantage on any skill checks or saves involved with finding, solving, or bypassing any secret or hidden doors, traps, codes, passwords, illusions, etc. * **Chekov’s Weapon.** As a bonus action, you can designate any object within 30 feet that you are capable of wielding as an improvised weapon. For 1 minute, you are considered proficient in using that improvised weapon and it deals an additional 1d8 damage of a type of your choosing: acid, bludgeoning, cold, fire, lightning, piercing, poison, radiant, slashing, or thunder. ### Aura of Plotted Armor Starting at 7th level, whenever an attack would reduce a creature within 10 feet of you (including yourself) to 0 hit points, you can use your reaction to reduce the damage dealt by the attack by half. You can use this ability a number of times equal to your Charisma modifier, and regain the ability to do so after a long rest. At 18th level, the range of this aura increases to 30 feet, and the number of times you can use this ability doubles. ### Change Fate Starting at 15th level, once per turn when a creature you can see in range of your Aura of Plotted Armor succeeds or fails an attack roll, saving throw, or skill check, you can force the creature to reroll, taking the new result. You can do so even after knowing the results of a successful or failed roll, and can do so a number of times equal to your Proficiency Bonus. You regain all uses of this ability after a long rest. ### Deus Ex Machina At 20th level, reality has a tendency to bend and crack in strange ways around you. Using a bonus action, you can enter a transcended state for 1 minute, during which you gain the following benefits: * You have a fly speed of 40 ft. * You and creatures of your choice within 30 feet automatically succeed on death saving throws. * Once per turn, as an action or when you successfully hit an enemy with a Divine Smite or cast a spell, roll on the [Wild Magic table](http://dnd5e.wikidot.com/sorcerer:wild-magic) (found in the Sorcerer’s Wild Magic subclass) and apply its effects. Once you use this feature, you can’t use it again until you finish a long rest.