Sacred Oath - Oath of the Timekeeper

Chronomancy is a potent and dangerous power, one that can bring about great relief and great ruin. Paladins who swear the Oath of the Timekeeper aim to protect the timeline from rogue mages, to see that true prophecies come to pass, and to safeguard ancient tomes and relics so that knowledge isn't lost. Simultaneously scholars and warriors, these oathbound are almost always on the move, for the threats to the past and future are never few.

Though often aligned to the side of good in protecting knowledge and the safety of others, the Timekeeper is sometimes called upon to serve the forces of evil when a fated prophecy would cause great destruction or death. It is at theese times where a Timekeeper is tested, and many find themselves lacking. It can likewise put them at odds with their friends and fellows, who do not understand the lonely - but important - role that they must play. Defying fate is no easy thing, but sometimes fighting for fate is all the harder.

Tenets of the Timekeeper

Preserve the Past: Safeguarding Time is not just a matter of dealing with rogue chronomancers, but also remembering what came before. A paladin who swears this oath should never seek to destroy history, and should instead aim to preserve artifacts, texts, and the like.

Safeguard the Future: The future is ever in flux, and a Timekeeper is expected to safeguard the sanctity of time as best they can - sometimes supporting true prophecies, sometimes working against false prophecies, and working out which is which.

Define your Place: A Timekeeper should strive to make their own mark on the flow of time with great deeds. Even if they are not remembered, their actions will speak for themselves in the grand flow of history.

Oath Spells

You gain Oath Spells at the Paladin levels listed. In addition to always having these spells prepared, you may cast each of them once per long rest without expending a spell slot once you have reached the appropriate level.

Level Spells
3rd Gift of Alacrity, Expeditious Retreat
5th Gentle Repose, Hold Person
9th Haste, Slow
13th Banishment, Death Ward
17th Hold Monster, Temporal Shunt

Past Knowledge

From 3rd level you gain proficiency in the History skill, and apply your proficiency bonus twice to ability checks with this skill.

Channel Divinity

When you take this oath at 3rd Level, you gain the following Channel Divinity options:

Force Age: When you hit a creature with a weapon attack, or touch a willing creature, or an object, you can invoke your channel divinity to age them. For hostile creatures, you can age them by 1d8 x 10 years. For friendly creatures, you can age or de-age them by 1d10 years. For objects, you can age or deage them by 1d20 x 10 years.

Time Shunt: As a reaction to a friendly creature taking damage, you can shunt them out of time, making them vanish from the battlefield temporarily. They don't take the damage and are removed from the battlefield, until the start of their next turn, at which point they reappear unharmed in their previous space. If that space is now occupied, they reappear in the nearest safe unoccupied space.

Aura of Time

At 7th level you gain access to two separate auras with a 10ft radius. You may only have one active at a time, and you can choose which one you have on completion of either a short or long rest.

Aura of Celerity: Friendly creatures who enter your aura or start their turn there gains a +1 bonus to AC, add 10ft to their movement speeds, and add your charisma modifier to their initiative rolls. These last until the start of their next turn.

Aura of Deceleration: Hostile creatures who enter the aura or start their turn there must make a wisdom save or be affected by the Slow spell until the start of their next turn.

At 18th level the aura's range increases to 30'.

Accelerated Rest

From 15th level whenever you take a short rest, you can choose to accelerate it. To the outside world, it takes only ten minutes, though for you and those who choose to share it with you it lasts for the full hour still.

In addition, your personal long rest times are halved. For example, from 8 to 4 hours, or from 4 to 2 for Elves who use Trance.

Timeless Body

Also from 15th level you you can freely control your age and you no longer age naturally, nor can you be magically aged.

Tip the Hourglass

From 20th level whenever you roll Inititive you can choose to gain the effect of the Time Stop spell.