Paladin Oath
The Oath of the Rift is taken by paladins who harness the power of the space between dimensions to seem omnipresent to their enemies. Known as Warp Knights, these paladins are adept wielders of conjuration magics, and use their arcane gifts to pursue foes no matter where they choose to run. Paladins who swear on this oath often congregate in orders dedicated to hunting down rogue mages who use their gifts to evade justice. Such orders often serve gods of magic or ideals on magic and its purpose, though some swear fealty to the enigmatic denizens of the rift between known collectively as the Oblivion.
Tenets of the Rift
Paladins who swear the Oath of the Rift are fierce opponents of those who wield magic for ill.
Close the Gap. Your foes work best at a distance, spare them no advantage. Take the fight to them.
Break their Ranks. Disrupt their formation and send them into disarray. Scattered foes make for easy marks.
No Escape. Your foes will run, but your tenacity will see them fall by your hand. Permit no respite.
Take their Hands. Craven to the core, once caught, your foes will beg mercy. Do what must be done.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Eclipse Spells
Paladin Level | Spells |
---|---|
3rd | Alarm, Gift of Alacrity |
5th | Misty Step, Vortex Warp |
9th | Blink, Thunder Step |
13th | Private Sanctum, Dimension Door |
17th | Far Step, Steel Wind Strike |
Channel Divinity: Warp Strike
You can use your Channel Divinity to warp to your foe and strike them with roiling energy from the rift. As an action, you can teleport up to 30 feet to an unoccupied space within 5 feet of another creature that you can see. You can make a melee weapon attack against it as part of this action, dealing an additional 1d6 force damage for every 10 feet teleported on a hit.
Channel Divinity: Into the Breach
You can use your Channel Divinity to step through the rift. As an action, you can teleport to an unoccupied space that you can see within 60 feet of you. You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring a number of willing creatures equal to your proficiency bonus. Creatures you attempt to bring cannot be carrying gear more than their carrying capacity. The creature must be within 5 feet of you when you use this action. There must be an unoccupied space within 5 feet of your destination for each creature you attempt to bring.
Anchoring Aura
Starting at 7th level, you emanate an aura that inhibits teleportation. Creatures of your choice within 10 feet of you that attempt to teleport must make a Wisdom saving throw against your spell save DC. On a failure, you foil their attempt. If the creature was casting a spell, it loses that spell slot. On a success, the creature can teleport as normal, but you know the direction it teleported in and how far it teleported.
Additionally, the aura provides spatial stability. You and friendly creatures within this aura cannot be forcibly moved or knocked prone.
At 18th level, the range of this aura increases to 30 feet.
Rift Walk
Starting at 15th level, your form begins to flicker in and out of existence while in combat rendering you difficult to track. Your movement does not trigger opportunity attacks and you have advantage on ability checks and saving throws against being grappled or restrained.
Rift Touched
Starting at 20th level, the unstable energies of the rift suffuses your form- granting you access to unnatural abilities. As a bonus action, you gain the following benefits for 1 minute:
- When you take the Attack action, you can teleport up to 10 feet to an unoccupied space that you can see before you make each attack.
- When you hit a creature with an attack, you can attempt to teleport them up to 10 feet to an unoccupied space that you can see. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. The target must succeed on a Constitution saving throw against your spell save DC to resist this effect.
- When a creature attempts to teleport while within 30 feet of you, you can use your reaction to make an opportunity attack against them. You can make this opportunity attack regardless of your weapon's reach as you strike through the rift. If you hit, they have disadvantage on their saving throw made against your Anchoring Aura.
Once you use this feature, you can't use it again until you finish a long rest.
Notes
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Happy Adventuring!