Base Class: Paladin
The gods of luck and fortune have many followers, as so many mortals seek good luck and easy fortune. These deities - including Tymora, Tyche, Hermod, Vergadain, Ralishaz, Olladra, and Bes - rarely take sides, weighing weal and woe (mostly) fairly for all Some are benevolent, especially favoring those who leave tokens of chance at their shrines. Paladins of luck often make decisions based on a coin flip or dice roll, leaving tough choices to their
deity, and preaching that life is always unpredictable.
Oath Spells
3rd-level Oath of the Lady Luckfeature
You gain oath spells at the paladin levels listed in the Oath of the Watchers Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Watchers Spells
| Paladin Level | Spells |
|---|---|
| 3rd | bless, hex |
| 5th | aid, blindness/deafness |
| 9th | counterspell, beacon of hope |
| 13th | [Tooltip Not Found], confusion |
| 17th | [Tooltip Not Found], mislead |
Channel Divinity
3rd-level Oath of Lady Luck feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Better Luck Next Time. You can use your Channel Divinity to force a double roll of an attack roll, ability check, or saving throw. As a reaction, when a creature you can see is making an attack roll, ability check, or saving throw, you offer a quick prayer to your deity to put that creature in the hands of fate. The target creature must make two rolls instead of one. You then choose which of the two rolls they use. If the target creature has advantage or disadvantage on this roll, they must roll three d20s, and either the highest or lowest roll is discarded (dependant on them having advantage or disadvantage) before you choose the roll to use.
Lucky Shot. You can use your Channel Divinity to allow yourself to Critical Strike on a natural 18,19 or 20 however 1,2, or 3 are all considered critical failures
Aura of the Sentinel
7th-level Oath of the Watchers feature
You emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.
At 18th level, the range of this aura increases to 30 feet.
Vigilant Rebuke
15th-level Oath of the Watchers feature
You’ve learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.
Mortal Bulwark
20th-level Oath of the Watchers feature
You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:
- You gain truesight with a range of 120 feet.
- You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
- When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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