jackhaydock / Jackalope_Homebrew

Homebrew content for DnD 5e
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Subclass: Oath of the Flow Paladin (Time) #9

Open jackhaydock opened 1 year ago

jackhaydock commented 1 year ago

Oath of the Flow Paladin


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 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 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 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 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 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:

jackhaydock commented 1 year ago

I could rename this to "Oath of Chronology" as that does specifically relate to the order of events

jackhaydock commented 1 year ago

Some of the higher level stuff feels underwhelming