The Oath of the Continuum calls paladins to preserve the future by preventing calamities before they occur. As Timekeepers, they serve the Primus of Mechanus to maintain order across time. Their tenets require prevention over restoration, ensuring the natural cycle, focusing on the future over the past, and vigilance. Their abilities allow manipulating initiative, reversing damage or spells, granting allies advantages, and stopping time to attack unaffected.
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Oath of The Continuum
The Oath of the Continuum calls paladins to preserve the future by preventing calamities before they occur. As Timekeepers, they serve the Primus of Mechanus to maintain order across time. Their tenets require prevention over restoration, ensuring the natural cycle, focusing on the future over the past, and vigilance. Their abilities allow manipulating initiative, reversing damage or spells, granting allies advantages, and stopping time to attack unaffected.
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Oath of the Continuum
damage or spells for a moment. As a reaction, you
The Oath of the Continuum calls to paladins who seek present your holy symbol and choose an allied creature to maintain order across time, and to prevent any that has taken damage, been affected by a spell, or lost calamities that will, one day, occur. They must act concentration on a spell, and cause the damage, spell before the forces of evil enact their foul plans, to effect, or loss of concentration to be applied at the preserve the future, they adorn their armor in time- affected creature’s next turn. pieces, gears, and clock hands, to show their faith and fealty to The Primus, and the realm of Mechanus Aura of Foresight alongside their native plane of existence. Those who take upon this role and it’s responsibilities are known Starting at 7th level, you and friendly creatures within only as Timekeepers. 10 feet of you can apply your Charisma bonus to one skill check or attack roll per turn. Tenents of the Continuum Additionally, you suffer none of the drawbacks of old Prevention over Restoration. Stand in the way of evil, age, and you can’t be aged magically. wherever it may lurk, though seek, always to undo it’s machinations before they come to fruition. At 18th level, the range of this aura increases to 30 feet. Ensure the Cycle. Where a life should be preserved A Moment, Fractured before it’s time, act swiftly and without hesitation, but At 15th level, you may use your reaction to grant a do not seek to disturb the balance. All things must end. creature within your Aura of Foresight advantage on Look Onward, Never Back. Your gaze must never flinch their next attack roll or Charisma saving throw, and away from the flow of time. Never dwell on what could may use your Charisma modifier for the roll. have been- For it wasn’t. And thus cannot. The past should not be tampered with. Timelord The Future Over All Else. For the sake of the Future, no At 20th level, you call upon the Primus itself for aid, cost is too great, and no feat too small. In the name of freezing time for a moment before granting you power. everything that shall be, you must remain vigilant, and As a bonus action, you gain the following benefits for 1 ever ready for your time to run out. minute: Oath Spells You may cast Time Stop once without spending a spell slot or material components. Oath of Continuum Spells While in Time Stop, you may attack and cast spells that Paladin Level 3rd Spells Gift of Alacrity, Command affect other creatures without the spell ending. 5th Immovable Object, Hold Person Hostile creatures that start their turn within 10 feet of 9th Haste, Slow you must succeed a Wisdom saving throw or have 13th Divination, Summon Construct disadvantage on attack rolls and Dexterity saving 17th Hold Monster, Temporal Shunt throws, and their movement speed is reduced by half. Channel Divinity Once you use this feature, you can’t use it again until you finish a long rest. When you take this oath at 3rd level, you gain the following two Channel Divinity options. Temporal Flux. You can use your Channel Divinity to invoke the power of time to your aid. As an action, you can cause a friend or foe to move faster or slower, choosing whether they are first or last on the Initiative order for the next turn only. An unwilling target must succeed a Wisdom Saving Throw or be subject to these effects. Turn the Clock Back. You can use your Channel Divinity to invoke the favor of Mechanus, halting the effects of