To some, the age of a world is marked by its changes: the advancements and progress made in thought, machinery, and life. The club gives way to the spear, then the sword; crude sorceries and pacts give way to wizardly arcana; and the wandering tribe becomes a village, then a city, then an empire. Society itself grows, shaking off yesterday's norms and tinkering with new ways of existence. Those who swear the Oath of Tomorrow, known as Tomorrowbringers, believe in the virtue of this progress and strive to push the world forward.
Be they pure machinists or fiery advocates for social rearrangement, these paladins wield powers from their personal vision of the future as they quest to put an end to the most recent chapter of history.
Tenets of Tomorrow
The Tenets of Tomorrow are a newly crafted vow, often mutating to better fit the rapidly progressing world tomorrowbringers seek after.
- Effect Change. Stagnation is death. Always drive experimentation, new ways of thinking, and cultural progress.
- Pure Reason. Be stronger than the pain that surrounds you. A soft answer may not turn away wrath, but it is strength to you and inspiration to friends. You can't be torn or broken.
- Mortals are Limitless. Love of others includes respect for self. Always be certain of your own worth and value as a person.
- Kill the Past. The worst never really comes. Even if it does, believe and persevere. This shall pass, and you shall live.
Oath of Tomorrow Spells | |
---|---|
Paladin Level | Spells |
3rd | bane, grease |
5th | heat metal, locate object |
9th | call lightning, tiny servant |
13th | fabricate, polymorph |
17th | animate object |
Channel Divinity: Empower Invention
As a bonus action, you can infuse one melee weapon you hold with electric power, using your Channel Divinity. For 1 minute, the weapon inflicts lightning damage, instead of its normal damage type, and it emits dim light in a 5-foot radius. A creature hit by this weapon can't take reactions until the start of its next turn. You can end this effect on your turn (no action required). If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Channel Divinity: Stroke of Genius
You can use your Channel Divinity as an action to enter a frenzy of miraculous ingenuity. For 10 minutes, if your total for any Intelligence check you make is less than 15, you use 15 in place of the total.
Aura of Progress
Beginning 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 while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Electric Feedback
Starting at 15th level, when a creature hits you with a melee weapon attack, it takes lightning damage equal to your Charisma modifier (minimum 1), if you're not incapacitated.
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:
- You grow to a Large size, and your equipment grows with you, doubling your reach and quadrupling your weight.
- You are immune to poison, psychic, and lightning damage.
- You are immune to being charmed, exhausted, petrified, or poisoned, and magic can't 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.