Paladin
Base Class: Paladin

The Oath of Fate calls to paladins that have been touched by fate, changed at their very core and seeking their new life. Weavers of fate pushing some towards a great destiny and smiting those who would destroy existence itself. 

Star Knights, often seen as fools or tricksters, follow the law and chaos of fate and know that their actions can change events, places and people permanently. 

Oath of Fate Spells

You gain oath spells at the paladin levels listed.

Level 3: Charm Person, Disguise Self

Level 5: Mirror Image, Pass Without Trace

Level 9: Blink, Dispel Magic

Level 13: Dimension Door, Polymorph

Level 17: Dominate Person, Geas

Channel Divinity

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Invoke Duplicity. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Aura of Temptation

Starting at 7th level, you have learned how to tempt fate, offering the chance of success with the potential for greater failure. As a reaction, an ally within 10 feet, can choose to add an additional 1d8 fate dice to their ability check, attack roll or saving throw. If the target fails the check with the new total they take psychic damage equal to the fate dice roll. 

At 18th level, the range of this aura increases to 30 feet and the fate dice increases to a d10.

Threads of Fate

Starting at 15th level, you see the threads of fate weaving in your immediate area preparing you for battle. You gain a bonus to your initiative rolls equal to your Charisma modifier 

Fate's Hand

At 20th level, you gain the ability to harness the hands of fate for your own. As an action you can become an avatar of destiny, gaining the following benefits for 1 minute:

  • You have advantage on attack rolls.
  • Increase your AC by 2
  • You gain truesight in a 60-foot radius.

Previous Versions

Name Date Modified Views Adds Version Actions
2/16/2020 11:05:28 AM
12
0
--
Coming Soon
2/16/2020 11:13:08 AM
1
0
--
Coming Soon
2/20/2020 10:00:39 AM
13
0
--
Coming Soon
2/26/2020 1:02:46 PM
16
0
--
Coming Soon
2/26/2020 1:06:21 PM
18
0
--
Coming Soon
11/8/2020 6:54:21 AM
73
3
--
Coming Soon
11/8/2020 6:55:35 AM
67
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes