Base Class: Paladin
The Oath of Possibilities calls to those who wish to take control of their destiny. These righteous warriors devote themselves to chance, learning how to not only turn their risks into rewards, but becoming the very hand of fate that delivers it. Some paladins bind themselves to the service of certain Gods of fate or luck, such as Tymora, Avanadra, or even Beshaba; While others take the dogma of possibility for themselves, to better their own kismet, or to change what others could not.
Tenets of Fate
No Matter the Odds: Despite how dire a situation may seem, you must always fight until your last breath to sway the vantages to your side.
Tempt the Fates: You cannot expect to be rewarded without taking risks. If you see an opportunity laid in front of you, take it without a second thought.
Path Less Traveled: Adventure breeds opportunity, but often too does it breed complacency. Though the roads already taken may seem safe, they also are more predictable. To take control of the reins of your destiny, you must be able to see the alternative paths that lie ahead, and know when to take them.
Cut the Threads: When those that oppose you got in your way, it is your duty to stop them. There are many ways to bind the threads of fate to your will, but you must not be afraid to severe them when the time comes.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Stroke of Luck. You can use your Channel Divinity to attempt to alter fate around you. As a reaction, after a creature that you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can choose to impose advantage or disadvantage to the roll. You can choose to do this after the roll has been made, but before the DM has ruled it a success or failure.
Realized Potential. You can use your Channel Divinity to skew the odds of success to your whim. As a bonus action, you take a moment to gaze into the many possible futures ahead and try to orient yourself on the most beneficial path. Until the start of your next turn, you gain advantage on all attack rolls, ability checks, and saving throws.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Possibilities Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
fortune's favor, enhance ability |
|
9th |
|
|
13th |
|
|
17th |
circle of power, temporal shunt |
Aura of Providence
Starting at 7th level, while you are not incapacitated, whenever you or any friendly creatures within 10 feet of you makes an initiative roll, you all gain a bonus to the roll equal to your charisma bonus.
Additionally, you can tempt the hands of fate to either bolster or hinder those in your aura. As a reaction, when a creature within 10 feet of you makes an attack roll, you can choose to roll a percentile die. If you roll a number equal to twice your paladin level or less, you can choose for the triggering attack to become an automatic critical success or failure. However, if you roll above the percentile die needed to chance this roll, you instead take psychic damage equal to twice your whole level, regardless of class. This damage cannot be reduced in any way.
At 18th level, the range of this aura increases to 30 feet.
Favor the Bold
Beginning at 15th level, you gain the ability to shelter your allies at the risk of your own health. Whenever a creature makes a melee attack roll against a target other than yourself within 5 feet of you, you can use your reaction to switch places with target, forcing the attacker to make an attack roll against you instead. On a hit, you take the damage your ally would have, plus an additional die worth of damage. However, if this new attack against you were to miss, you can then use the attacking creature's own momentum against them, forcing them to take the damage themselves.
You can use this ability a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Thread Weaver
At 20th level, as an action, you become a beacon of chance, gaining a number of serendipitous abilities for the next 10 minutes.
- you gain truesight out to a range of 120 feet.
- Whenever you are forced to roll a Charisma, Intelligence, or Wisdom saving throw, you can treat any d20 roll of 9 or lower as a 10.
- You gain a new attack called Binding Tether, which allows you to pull the threads of fate tight around an enemy, stopping them in their tracks. Once on each of your turns, you can make a ranged spell attack against a creature within 120 feet of you. On a hit, creature takes 3d12 radiant damage, ignoring resistances, and becomes stunned until the end of their next turn.
Once you use this feature, it can't be uses again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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