Adv. (or actions to end) paralyzed, stunned or other stopping conditions
Expend 10+ points from lay on hands to end certain conditions (hastening the end of the effect)
Aura to prevent alterations to speed (by magic effects)?
Reverse attempts to paralyze, etc. (e.g. force caster to make save or put the condition on themselves instead)
Allow taking entire Attack action for opportunity attack
Allow using reaction to take turn early
lv20, summon a duplicate to take an extra action/turn each turn (does kinda break the whole "maintain the flow" thing)
lv20, for 1 min, use a bonus action to let an ally take an action as a reaction
lv20 suppress conditions for a turn in allies (i.e. let an ally take an action even if they are paralysed)
maybe also state that being incapacitated doesn't break your concentration
Features
Oath of the Flow
The Oath of the Flow empowers those who follow it to manipulate the order of events in time. Most who follow this oath position themselves as protectors of time, only using their powers to prevent and reverse the damage caused by more selfish time manipulation. Others might see the manipulation of time as a necessary evil to serve some greater purpose.
WIP
Tenets of the Flow
Cause and Effect. Everything must follow a logical chain of cause and effect. This chain can be bent or rearranged but must never be broken. maybe be a bit less cryptic
Responsibility. Chronology is a dangerous thing to manipulate, one must always take the greatest care, in that and perhaps all things.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Flow Spells
Paladin Level
Spells
3rd
expeditious retreat, feather fall
5th
kinetic jaunt, lesser restoration
9th
dispel magic, haste
13th
freedom of movement, staggering smite
17th
circle of power, temporal shunt
Channel Divinity: Determinate Order
You can use your channel divinity to alter the order in which events take place. When you roll for initiative and are not surprised or incapacitated, you can use your Channel Divinity and choose up to three creatures you can see within 30 feet (this can include yourself). For each creature, you can increase or decrease their initiative roll by up to 5.
Channel Divinity: Reschedule Reflex
You can use your channel divinity to rearrange the order of events for certain effects on a creature. As a bonus action you can touch a creature and alter its future timeline. On its next turn, any saving throws it would normally make at the start of its turn are instead made at the end of the turn, provided the effect still requires or allows them to, and vice versa.
For example, a creature under the effects of hold person would normally repeat the saving throw at the end of its turn. Using this feature you can have them make the saving throw at the start of its turn instead, potentially removing the condition early. Meanwhile, if a creature that would start its turn inside a moonbeam leaves the area and does not re-enter it on the turn, they instead do not make the saving throw and take no damage.
I'm sure there'll be some broken af exploits to thisMost obvious use case is to give incapacitated people their turn back. Another one might be to allow someone to leave a starts-its-turn-there aoe. You can also force creatures to take damage/effects from end-of-turn stuff immediately
Aura of Opportune Sequence
Starting at 7th level, you constantly emanate a corrective aura out to 10 feet that subtly alters the order of events in your favor. Opportunity attacks made against you and creatures you choose within the aura have disadvantage. Meanwhile, opportunity attacks made by you and creatures you choose within the aura have advantage.
At 18th level, the range of this aura increases to 30 feet.
Unstopping Mind
Starting at 15th level, you can delay distracting effects on your mind. You cannot have disadvantage on saving throws to maintain concentration on spells. In addition, becoming incapacitated, but not unconscious, does not break your concentration on spells. You can also continue to control these spells whilst incapacitated, provided doing so does not require your movement, action, bonus action or reaction.
Fixed Flow
At 20th level, you can fix your immediate future in time, preventing most attempts to halt your actions before reaching it. As a bonus action, you can gain the following benefits for 10 minutes:
When you drop to 0 hit points but are not killed outright, you do not fall unconscious until you end your turn with 0 hit points.
You can use a bonus action to expend a hit die, roll it, and regain hit points equal to the number rolled + your Constituion modifier.
Your speed cannot be reduced by magic and you are immune to the grappled, hampered, restrained, prone, paralysed and slowed conditions.
Once you use this feature, you can't use it again until you finish a long rest.
Discarded/Undecided Features
Channel Divinity: Maintain Velocity
You can use your channel divinity to turn certain magical effects against the caster. When you see a creature within 30ft cast a spell that would alter a creature's speed or would impose or remove one of the following conditions; grappled, paralyzed, restrained or prone, You can use a reaction to force that creature to make a Wisdom saving throw against your paladin spell save DC. On a fail, the spell fails and the creature's speed becomes 0 until the start of their next turn.
Channel Divinity: Reset Velocity ALT
You can use your Channel Divinity to end certain magic effects and conditions altering a creature's speed. As a bonus action you can touch a creature under the effects of a spell or magic effect that alters its speed or imposes one of the following conditions; grappled, paralyzed, restrained or stunned and end one spell or magic effect. If the creature is unwilling, it can make a Dexterity saving throw against your paladin spell save DC to keep the effect.
If the spell is of 3rd-level or higher, make a Charisma check. The DC equals 10 + the spell's level. On a successful check, the spell ends.
Channel Divinity: Delay Distraction
You can delay certain effects hindering your focus, only becoming distracted later. When damage or an effect would break your concentration, you use your Channel Divinity to maintain concentration. You can do this even if you become incapacitated but not if you become unconscious or you die. You can continue to control a spell you are concentrating on while incapacitated, provided doing so does not require your action, bonus action or reaction.
Interrupt Flow
Starting at 15th level, at the end of another creature's turn, you can use a reaction to immediately take your next turn early, interrupting the initiative order.
You do not regain your reaction until the start of what would be your normal turn in initiative. During your normal turn you cannot move or take any actions or bonus actions, but you can maintain concentration on spells and effects.
This may need lots of caveatslimited uses? it is already a bit risky as it costs a turnI could also improve it, taking a turn early is great but it costs a turn nd offers no other bonus so far (this would definitely need limited uses however)What about on turn effects? current wording you still effectively get two turns which could mean multiple start/end-of-turn effects
Transfer Speed ALT
Starting at 15th level, once on each your turns when you hit a creature with an attack, you can reduce the creature's speed by 10 feet until the start of your next turn. In addition, you can also choose a creature within 10 feet of you (you can choose yourself), that creature's speed increases by 10 feet until the start of your next turn.
Counter Chronmancy ALT
Starting at 15th level, you can attempt to counter magical manipulations of time. When a creature you can see casts one of the following spells; haste, slow, time ravage, time statis, time stop (the DM may include additional spells), you can use a reaction to force that creature to make a Wisdom saving throw aganst your paladin spell save DC. On a fail. the spell fails. On a success, the spell is cast, however, you have advantage on any saving throws you make against it.
feels way too situational
Aura of Momentum
Starting at 7th level, you constantly emanate a corrective aura out to 10 feet that hinders hostile slowing effects, provided you are not incapacitated.
Each creature you choose within the aura has advantage on saving throws against spells and magic effects that would reduce its speeds or impose one of the following conditions; grappled, incapacitated, paralyzed, petrified, restrained or prone.
At 18th level, the range of this aura increases to 30 feet.
stunned?bit underwhelming as they already have the aura, and the paladin will later get stuff like circle of power
Loan Time wip
Starting at 15th level, you can borrow time from your future self. Once on your turn, provided you are not dazed, you can take one additional action. At the end of the turn you become dazed until the end of your next turn.
limtied use? or is dazed enough of a cost?perhaps just a limited use and then just flavored as borrowing from future?
TBD
Starting at Xth level, at the end of another creature's turn, you can use a reaction to immediately take your next turn early, interrupting the initiative order.
You do not regain your reaction until the start of what would be your normal turn in initiative. During your normal turn you are incapacitated.
This may need lots of caveatslimited uses? it is already a bit risky as it costs a turnI could also improve it, taking a turn early is great but it costs a turn nd offers no other bonus so far (this would definitely need limited uses however)
20th level feature TBD
At 20th level, you can enter a focused state slightly offset from regular time, allowing you to suppress and delay certain hindering effects on your allies. As a bonus action, you can gain the following effects for 10 minutes:
You are immune to the paralyzed condition and to the effects of the slow spell.
Becoming incapacitated, but not unconscious, does not break your concentration on spells. You can also continue to control these spells whilst incapacitated, provided doing so does not require your movement, action, bonus action or reaction. honestly kinda tempted to make this lower level
Once on each of your turns, you can use an action or bonus action to touch a paralyzed creature and suppress the condition until the end of their next turn. If the spell or effect that imposed the condition is still active at the end of the creature's turn, they become paralyzed again. arguably redundant with all the other bonuses against this
Oath of the Flow Paladin
10+
points from lay on hands to end certain conditions (hastening the end of the effect)Features
Oath of the Flow
The Oath of the Flow empowers those who follow it to manipulate the order of events in time. Most who follow this oath position themselves as protectors of time, only using their powers to prevent and reverse the damage caused by more selfish time manipulation. Others might see the manipulation of time as a necessary evil to serve some greater purpose.
WIP
Tenets of the Flow
Cause and Effect. Everything must follow a logical chain of cause and effect. This chain can be bent or rearranged but must never be broken.
maybe be a bit less cryptic
Responsibility. Chronology is a dangerous thing to manipulate, one must always take the greatest care, in that and perhaps all things.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Flow Spells
Channel Divinity: Determinate Order
You can use your channel divinity to alter the order in which events take place. When you roll for initiative and are not surprised or incapacitated, you can use your Channel Divinity and choose up to three creatures you can see within 30 feet (this can include yourself). For each creature, you can increase or decrease their initiative roll by up to 5.
Channel Divinity: Reschedule Reflex
You can use your channel divinity to rearrange the order of events for certain effects on a creature. As a bonus action you can touch a creature and alter its future timeline. On its next turn, any saving throws it would normally make at the start of its turn are instead made at the end of the turn, provided the effect still requires or allows them to, and vice versa.
For example, a creature under the effects of hold person would normally repeat the saving throw at the end of its turn. Using this feature you can have them make the saving throw at the start of its turn instead, potentially removing the condition early. Meanwhile, if a creature that would start its turn inside a moonbeam leaves the area and does not re-enter it on the turn, they instead do not make the saving throw and take no damage.
I'm sure there'll be some broken af exploits to this
Most obvious use case is to give incapacitated people their turn back. Another one might be to allow someone to leave a starts-its-turn-there aoe. You can also force creatures to take damage/effects from end-of-turn stuff immediately
Aura of Opportune Sequence
Starting at 7th level, you constantly emanate a corrective aura out to 10 feet that subtly alters the order of events in your favor. Opportunity attacks made against you and creatures you choose within the aura have disadvantage. Meanwhile, opportunity attacks made by you and creatures you choose within the aura have advantage.
At 18th level, the range of this aura increases to 30 feet.
Unstopping Mind
Starting at 15th level, you can delay distracting effects on your mind. You cannot have disadvantage on saving throws to maintain concentration on spells. In addition, becoming incapacitated, but not unconscious, does not break your concentration on spells. You can also continue to control these spells whilst incapacitated, provided doing so does not require your movement, action, bonus action or reaction.
Fixed Flow
At 20th level, you can fix your immediate future in time, preventing most attempts to halt your actions before reaching it. As a bonus action, you can gain the following benefits for 10 minutes:
Once you use this feature, you can't use it again until you finish a long rest.
Discarded/Undecided Features
Channel Divinity: Maintain Velocity
You can use your channel divinity to turn certain magical effects against the caster. When you see a creature within 30ft cast a spell that would alter a creature's speed or would impose
or remove
one of the following conditions; grappled, paralyzed, restrained or prone, You can use a reaction to force that creature to make a Wisdom saving throw against your paladin spell save DC. On a fail, the spell failsand the creature's speed becomes 0 until the start of their next turn
.Channel Divinity: Reset Velocity
ALT
You can use your Channel Divinity to end certain magic effects and conditions altering a creature's speed. As a
bonus
action you can touch a creature under the effects of a spell or magic effect that alters its speed or imposes one of the following conditions; grappled, paralyzed, restrained or stunned and end one spell or magic effect. If the creature is unwilling, it can make a Dexterity saving throw against your paladin spell save DC to keep the effect. If the spell is of 3rd-level or higher, make a Charisma check. The DC equals 10 + the spell's level. On a successful check, the spell ends.Channel Divinity: Delay Distraction
You can delay certain effects hindering your focus, only becoming distracted later. When damage or an effect would break your concentration, you use your Channel Divinity to maintain concentration. You can do this even if you become incapacitated but not if you become unconscious or you die. You can continue to control a spell you are concentrating on while incapacitated, provided doing so does not require your action, bonus action or reaction.
Interrupt Flow
Starting at 15th level, at the end of another creature's turn, you can use a reaction to immediately take your next turn early, interrupting the initiative order. You do not regain your reaction until the start of what would be your normal turn in initiative. During your normal turn you cannot move or take any actions or bonus actions, but you can maintain concentration on spells and effects.
This may need lots of caveats
limited uses? it is already a bit risky as it costs a turn
I could also improve it, taking a turn early is great but it costs a turn nd offers no other bonus so far (this would definitely need limited uses however)
What about on turn effects? current wording you still effectively get two turns which could mean multiple start/end-of-turn effects
Transfer Speed
ALT
Starting at 15th level, once on each your turns when you hit a creature with an attack, you can reduce the creature's speed by 10 feet until the start of your next turn. In addition, you can also choose a creature within 10 feet of you (you can choose yourself), that creature's speed increases by 10 feet until the start of your next turn.
Counter Chronmancy
ALT
Starting at 15th level, you can attempt to counter magical manipulations of time. When a creature you can see casts one of the following spells;
haste, slow, time ravage, time statis, time stop (the DM may include additional spells)
, you can use a reaction to force that creature to make a Wisdom saving throw aganst your paladin spell save DC. On a fail. the spell fails. On a success, the spell is cast, however, you have advantage on any saving throws you make against it.feels way too situational
Aura of Momentum
Starting at 7th level, you constantly emanate a corrective aura out to 10 feet that hinders hostile slowing effects, provided you are not incapacitated. Each creature you choose within the aura has advantage on saving throws against spells and magic effects that would reduce its speeds or impose one of the following conditions;
grappled
,incapacitated
, paralyzed,petrified
, restrained or prone.At 18th level, the range of this aura increases to 30 feet.
stunned?
bit underwhelming as they already have the aura, and the paladin will later get stuff like circle of power
Loan Time
wip
Starting at 15th level, you can borrow time from your future self. Once on your turn, provided you are not dazed, you can take one additional action. At the end of the turn you become dazed until the end of your next turn.
limtied use? or is dazed enough of a cost?
perhaps just a limited use and then just flavored as borrowing from future?
TBD
Starting at
X
th level, at the end of another creature's turn, you can use a reaction to immediately take your next turn early, interrupting the initiative order. You do not regain your reaction until the start of what would be your normal turn in initiative. During your normal turn you are incapacitated.This may need lots of caveats
limited uses? it is already a bit risky as it costs a turn
I could also improve it, taking a turn early is great but it costs a turn nd offers no other bonus so far (this would definitely need limited uses however)
20th level feature TBD
At 20th level, you can enter a focused state slightly offset from regular time, allowing you to suppress and delay certain hindering effects on your allies. As a bonus action, you can gain the following effects for 10 minutes:
You are immune to the paralyzed condition and to the effects of the slow spell.
honestly kinda tempted to make this lower level
arguably redundant with all the other bonuses against this