OATH OF THE WATCHERS

Although they are few in number, this oath has had members during every stage of history. Known as protectors or shadow knights, those who swear this oath stay to the side, keeping the peace and intervening when necessary, but mostly letting events run their course. They are very humble, and vow off personal connections outside of others who have taken the oath.

TENETS OF DEVOTION

Patience Don't act rash. Watch all aspects of a situation and decide on the best course of action.

Mercy Every being can be saved. Only kill in self-defense.

Bravery No task is to difficult to overcome.

Honesty Don't lie. Lies lead to distrust and create chaos.

OATH SPELLS

You gain the oath spells at the level listed

Oath of the Watchers Spells

Paladin Level Spells 3rd Feather Fall, Detect Magic 5th Invisibility, Misty Step 9th Dispel Magic, Counterspell 13th Remove Curse, Zone of Truth 17th Confusion, Dimension Door

CHANNEL DIVINITY

When you take this oath at 3rd level, you gain the two following Channel Divinity options

Drain Energy. You can use your Channel Divinity to drain all magic from a foe. That enemy must make a Constitution saving throw or it loses spell slots equal to your charisma modifier, starting at the highest spell slot level. If they do not use spell slots, they lose the ability to cast spells for one minute. In addition, that enemy will get level one exhaustion. You gain either two level one slots, up to your maximum, or one level two slot, up to your maximum.

Time Shift You can use your Channel Divinity to slow time and speed time in a span of 1 second. Enemies within 50 feet of you must succeed a Constitution Saving throw or take 1d8 Psycic damage. In addition, those enemies fall prone. You and allies have advantage against all affected enemies for 1 minute. This damage increases to 2d8 at level 7, 3d8 at level 11, and 4d8 at level 16.

Aura of Sight

Beginning at seventh level, you and allies within ten feet of you have advantage on all perception and investigation checks. At level 18, the range of this aura increases to 30 feet.

Time Warrior

Starting at 15th level, you begin to watch the strands of time. You can sometimes see forward in time, giving you advantage on two attacks per day.

In addition, once per long rest, you can look into the past and watch something that has occured in the past week, as long as you were at the event.

Ultimate Guardian

At 20th level, you can become the host for a god of time. You gain the following benifits for 30 sexonds.

Time slows to half speed, but you still move and experience time normally. You gain the abilities of the spell "haste".

All beings within 20 feet of you are pushed backwards ten feet when the ability is activated.

All of your attacks are critical on a roll of 15 or above

Enemies have disadvantage on attacks against you with non-magical weapons

Afterwards, you lose half of you remaining hit points , rounded up, and fall prone.

Once you use this feature, you can't use it again until you finish a long rest.