Base Class: Paladin
You take the promise of the Goddess of Luck and become a kind of emissary. The luck is your dominion and your weapon as long as you understand that there's no promises, there's no destiny, only the random path of life that you must follow and help others to understand the thing that are out their hands. No one can anticipate the changes that's come, your effort is rewarded with luck. You take your mantra as the way you live: "Nothing matters, everything is random".
- Luck rules the world: Destiny does not exist; nothing happens for a reason. Everything is random; luck is in charge.
- Random Path: The things that happen are just events. We must move forward regardless of failures or successes, for everything happens due to luck, and we have no control over it.
- Goddess Promise: Nothing matters, everything is random, the luck is the light that makes the future. Is not unfair, it's how it's works and you must accept it. Cry your loss but don't get lost in sadness, celebrate your achievements but don't let it go to your head.
"Oh, Lady of uncertain fate,
Goddess who weaves the golden threads of chance,
bless my days with the light of your smile,
and guide my steps toward the path of abundance.
You, who hide the mysteries of fortune
in the sacred vessel of what is to come,
pour your grace upon my spirit,
and allow the lucky star to illuminate my way.
Mother of the unforeseen and keeper of hidden treasures,
teach me to dance with the whims of fate,
and to receive with gratitude both triumph and the lesson,
for I know that in both lies the seed of your favor.
May your generous hands dispense opportunities,
and may your soft whispers guide my decisions. In my effort, find courage;
in my heart, find faith."
— Maslow from the House of Russ, head and saint of the holy church of the magnificent Goddess Tymora.
Level 3: Oath of Tymora Spells
When you choose this subclass, the magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Tymora Spells table, you thereafter always have the listed spells prepared.
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Paladin Level |
Spells |
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3 |
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5 |
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9 |
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13 |
|
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17 |
Level 3: Channel Divinity: Tymora's Blessing
Lucky hit: When you take the Attack action, as part of the same action, you can expend 1 use of your Channel Divinity to flip a coin or roll a 1D20 (the DM chooses). If you correctly guess the result of the coin flip, you gain Advantage on that attack roll; otherwise, you attack normally and the Channel Divinity slot isn't expended. (If rolling a 1D20 instead, the result must be between 11–20 to succeed).
If you have Disadvantage on the attack, instead of gaining advantage, you remove that Disadvantage.
Lucky Charm: You can cast the Guidance cantrip as a reaction when an ally within 20 feet would be a valid target, and you can do so without requiring verbal or somatic components. Additionally, as an Bonus action you can expend one of your Channel Divinity to gain the following effects for 10 minutes:
- You can cast Bless as a reaction when an ally makes an attack roll or a saving throw within the spell's range and you can do so without expending a spell slot.
- You can cast Bane as a reaction when an enemy makes an attack roll or a saving throw within the spell's range and you can do so without expending a spell slot.
Level 7: Aura of Fortune
Any enemy in your aura have Disadvantage on Saving Throws while they stay in there.
Additionally, you and any ally that starts their turn within your aura can flip a coin or roll a 1D20 (the DM chooses). If they correctly guess the result of the coin flip, their speed increases by 20 feet, and they gain advantage on their next attack roll. If they fail the coin flip, their speed increases by 10 feet, and they gain no additional benefits.
(If rolling a 1D20 instead, the result must be between 11–20 to succeed).
Level 7: Tymora's Smite
You can add your Charisma Modifier to the damage of your Divine Smite.
Level 15: Tymora's Own Luck
Your luck naturally increase to a pseudo divine level. Now, when you make an ability check, you can treat any roll that is lower than 10 as a 10.
Level 20: Emissary of Luck
At Lv 20 You gain partial control over the magical luck bestowed upon you by Tymora. You have become a powerful master of fortune and an emissary of luck, and your soul will be accepted into the celestial pantheon when your time comes. As a Bonus Action you can imbue your Aura of Protection with holy power: starting every turn after that and for 1 minute, roll a 1D6 (this roll cannot be altered in any way) and apply the corresponding effect for the rest of that turn:
- The mocking laughter of Tymora: You and your allies hear Tymora laughing at your enemies. Roll 1D4, and for this turn only, subtract the result from all rolls made by your enemies that you can see at 30 ft of you.
- Swift escape: As a reaction, you and allies who started their turn within your Aura can move an additional 15 feet without provoking attacks of opportunity.
- Marked by Tymora: One enemy you can see is chosen by Tymora and has disadvantage on the next saving throw they are forced to make during this turn.
- Blessing of vitality: You and your allies within your Aura regain hit points equal to 3D8 + your Charisma modifier.
- Restored power: You and your allies within your Aura regain one spell slot of 5th level or lower.
- Critical blessing: The first attack against an enemy made by you or an ally who started their turn within your Aura is a critical hit for this turn only.
You can only use this feat once per Long Rest.
Previous Versions
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1/14/2025 1:30:49 AM
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