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Oath of Tomorrow

Oath Spells You gain oath spells at the paladin levels listed. Oath of Tomorrow Spells Paladin Level Spells 3rd bane, grease 5th heat metal, searing smite 9th lightning bolt, *tiny servant 13th fabricate, polymorph 17th animate objects, reincarnate

Channel Divinity

At 3rd level, you gain the following two Channel Divinity options.
Empower Invention. As an action, you can imbue one weapon that you touch with electricity, using your Channel Divinity. For 1 minute, attacks made with that weapon inflict extra lightning damage equal to your Charisma modifier (minimum of +1). The weapon also emits bright light in a 10- foot radius and dim light 10 feet beyond that, and if the weapon is not already magical, it becomes magical for the duration.
Alternatively, you can touch one friendly construct. For 1 minute, its weapon attacks inflict extra lightning damage equal to your Charisma modifier (minimum of +1). Also, the construct emits bright light in a 10-foot radius and dim light 10 feet beyond that, and if its weapon attack is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.   Turn the Antiquated. As an action, you offer an indictment of that which would hold back progress, using your Channel Divinity. Each aberration or dragon that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Aura of Progress

Starting at 7th level, you radiate divine advancement, shielding creatures against stupor and stagnation. You and friendly creatures within 10 feet of you are immune to being paralyzed or stunned while you are conscious. At 18th level, the range of this aura increases to 30 feet.

Electric Feedback

Beginning at 15th level, whenever a creature hits you with a melee attack, it takes lightning damage equal to your Charisma modifier (minimum of 1).

Avant Guardian

By 20th level, your advocacy for progress manifests in your own visage, fusing flesh, magic, and steel. As an action, you can adopt the following traits: Your grow to large size, and your equipment grows with you, doubling your reach. You are immune to poison, psychic, and lightning damage. You are immune to being charmed, exhausted, frightened, petrified, or poisoned, and magic cannot put you to sleep. You are resistant to nonmagical bludgeoning, piercing, and slashing damage inflicted by weapons that are not made of adamantine. Your melee weapon attacks inflict an additional die of damage and count as magical if they do not already. This effect lasts for 1 minute. After using this feature, you must finish a long rest before you can use it again.

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