Base Class: Paladin
The Oath of Prophecy is taken by those who choose to devote themselves to prophecy, whether because they were told of a grand prophecy by an oracle or believe themselves to be capable of achieving the highest of heights. They strive to achieve this goal even if they have to command fate itself to succeed. A lot of the time Paladins devoted to this oath are fools and end up dying along the path but those that surpass near death gain the ability to command fate and use that power to further their steps, however the power obtained by those devoted to the oath may get to their heads and without others to alter fate these paladins go on to do very dark deeds.
Oath Spells
Paladin Level Spells
3rd Identify, Detect Evil and Good
5th Augury, Fortune's Favor
9th Beacon of Hope, Clairvoyance
13th Death Ward, Divination
17th Legend Lore, Scrying
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Prophetic Screwup. You are the supposed hero of prophecy. When you roll for an attack, skill check or saving throw you can use your channel divinity to automatically succeed as if you had rolled a 20. You can apply this bonus after you roll, but before you know the result. Any time before you regain the use of this channel divinity, the DM can have you automatically fail an attack roll, skill check, or saving throw as if you had rolled a 1.
Divine Protection. Even when surrounded you don't give up hope. On your turn, as a bonus action and expending your channel divinity you grant yourself protection from enemy attacks, all attacks made against you are at disadvantage and bludgeoning, piercing and slashing damage is reduced equal to your charisma modifier until the start of your next turn.
Aura of Providence
You begin to alter the fate of those around you. Starting at 7th level, when an allied creature within 10 ft of you makes an attack roll, ability check or saving throw you may use your reaction to allow them to make the roll with advantage, the opposite can be done with enemy creatures to impose disadvantage on an attack roll, ability check or saving throw while they are within 10 ft of you. At 18th level this range increases to 30 ft.
Manipulated Prophecy
You have begun to subconsciously control the destiny of yourself and others to protect yourself. Starting at 15th you may add your Charisma modifier to your armor class while you are conscious and can treat any Dexterity saving throw as a Charisma saving throw.
Prophetic Champion
Fate bends around the prophecy's champion, as an action you can grant yourself the ability to control fate itself in times of need. For 1 minute you gain the following effects:
- You have advantage on all attack rolls, ability checks and saving throws and other creatures have disadvantage on attack rolls against you.
- When another creature within 60ft of you makes a roll you may chose whether this roll succeeds or fails as a reaction, you can make this reaction after the outcome is determined.
- You gain truesight with a range of 120 ft.
Once you use this feature you can't use it again until you finish a long rest.
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