Base Class: Paladin
Tymora demands you go forth and change the fortunes of those you meet for the better.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Conquest Spells
| Paladin Level | Spells |
|---|---|
| 3rd | guiding bolt, sanctuary |
| 5th | misty step, enhance ability |
| 9th | |
| 13th | banishment, divination |
| 17th | scrying, hold monster |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Twist Fortune. You can use your Channel Divinity to change the luck of an ally or enemy. Using your Reaction, you may cause target of your choice that you can see within 30 feet of you to re-roll an attack, ability check, or saving throw after the roll is made but before the outcome is determined. You must use the new result.
Chance Recovery. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.
Aura of Fortune
Starting at 7th level, you constantly emanate a lucky aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
When you and friendly creatures in your aura roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll, as though they had the Lucky Feature of Halfling's.
At 18th level, the range of this aura increases to 30 feet.
Rebuke of Misfortune
Starting at 15th level, those who dare to strike you are . Whenever a creature hits you with an attack, they have disadvantage on their next attack, ability check or saving throw until the end of their next turn.
Supreme Luck
You can empower you and your allies with with supernatural luck. As a bonus action, you grant the following benefits for 1 minute:
- You and your allies weapon attacks score a critical hit on an 19 or 20.
- Once on each of your turns you may choose to roll an attack roll, ability check, or saving throw with advantage.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Previous Versions
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