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
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.
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.
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