Oath of the Flux
Sworn by paladins who wield the constant flow and change in the universe, the Oath of the Flux is dedicated to altering the world around them with the fluidity and strength that gravity possesses to shape the cosmos. These paladins maintain balance, guiding and protecting those caught in the fluctuations of life.
Tenets of the Flux
The tenets of the Oath of the Flux reflect the shifting nature of gravity, emphasizing adaptability, balance, and guidance.
Adaptation. Like gravity, which can pull with gentle or overwhelming force, I will adapt to the need of the moment.
Balance. I will bring balance to chaos and ensure that no force grows too dominant, whether for evil or good.
Guidance. As gravity influences the path of all things, I will guide those around me toward their true course.
Oath Spells
3rd-level Oath of the Flux feature
You gain oath spells at the paladin levels listed.
Oath of the Flux Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Feather Fall, Floating Disk |
| 5th | Hold Person, Levitate |
| 9th | Fly, Slow |
| 15th | Freedom of Movement, Resilient Sphere |
| 17th | Telekinesis, Wall of Force |
Channel Divinity
3rd-level Oath of the Flux feature
You gain the following two Channel Divinity options.
Accretion Disc. As a bonus action, you bend the gravitational force around you. For 1 minute, or until you end this effect early (no action required), all attack rolls against you have disadvantage, but your movement speed is halved.
Unbearable Weight. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Constitution saving throw. On a failed save, a creature is knocked prone by gravity for 1 minute. A prone creature cannot stand up while prone in this way, and attack rolls made against the creature that are farther than 5 feet from it are no longer made at disadvantage. A creature can make subsequent saves at the end of each of its turns, being able to stand up again upon a successful save.
Aura of the Event Horizon
7th-level Oath of the Flux feature
While you are not incapacitated, a gravitational anomaly extends 10 feet from you in every direction. When a creature enters the area for the first time on a turn or starts its turn there, you can choose to surge the forces of your aura onto the creature (no action), and it must make a Strength saving throw or else its speed is reduced to 0 until the start of its next turn. Upon a successful saving throw, the creature's speed is halved until the start of its next turn.
Gravitic Demise
15th-level Oath of the Flux feature
As an action, you attempt to lift up Huge or smaller creatures of your choice that you can see within 30 feet of yourself. A creature must make a Strength saving throw against your spell save DC or be lifted up to 100 feet into the air, becoming restrained by gravity. Huge creatures have advantage on the save, while Small or smaller creatures have disadvantage.
While a creature is lifted, you can instantly force it down as part of the same action, dealing 1d6 force damage to it for every 10 feet it was lifted and knocking it prone. Otherwise, you can leave the creature there, and the effect will disperse at the end of your next turn, causing the lifted creature to safely fall and take no damage upon landing. You can choose which effect to take place for each creature that you lift.
Once you use this feature, you cannot use it again until you have completed a long rest.
Astronomical Macrocosm
20th-level Oath of the Flux feature
You harness the harness of the universe. As an action, the laws of gravity shift and alter around you, and you gain the following benefits for 1 minute:
- You can lift creatures larger than Huge with your Gravitic Demise feature, but they have advantage on the save.
- When you make a long or high jump, you can leap up to 60 feet, with every two feet you clear on the jump only costing one foot of movement, and you are immune to any damage that you would take from falling.
- When you hit a creature with a melee weapon attack, you can move the creature up to 10 feet in any vertical or horizontal direction that isn't obstructed.
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.