Paladin
Base Class: Paladin

Luck, destiny, chance -  though they call it by different names, paladins who have taken the Oath of Fate all believe the universe works with a system that favors and strikes down those it's meant to when it's meant to. Regardless of their personal quests, they know they're just one part of a whole, but they will do their best to make that whole happen. Oftentimes, they are renegades, lone travelers and adventurers who are convinced they have an important role to play in the cosmic plot of the world. Paladins with this oath are rare to find within societal structures of knighthood and such. If they do occur there, either they rise to the level of leaders or become hidden agents to weed out the corrupt within said institutions. No paladin of this oath is a simple foot soldier - they all rise above. Destiny, however is a double edged sword - the Oath of Fate is not an oath taken only by those pure of heart, and the zeal it provides to wrongdoers is a powerful tool.

Tenets of Fate:
Face Your Trials: 
Every challenge you meet, you were meant to. Fail or succeed, shrinking away is not an option.
Take Your Time: Whatever is meant to happen will happen. Do not let your setbacks shake your confidence, for destiny will find all in the end.
Protect Your Destiny: There will be those who will try to steer you from your path. Smite them.
Accept Your Fate: Weal or woe, fate doesn't err. Rejoice even in your failures for they come from choices and choices are crucial.

Inevitable End

At 7th level you become impossible to hinder in the pursuit of your quarry. When you take the attack action on your turn your movement doesn't provoke opportunity attacks, and you gain a stacking +1 bonus to attack and damage rolls per target against any subsequent target after the first.

At 18th level, the bonus increases to +2. Additionally your speed also increases by 10 ft. whenever you take the attack action.

Withstanding Will

At 15th level, your mind has become an insurmountable fortress of determination. You gain resistance to psychic damage and advantage on saving throws made against being charmed. If you succeed against a charm effect, you can immediately use your reaction to make a melee weapon attack against the creature that tried to charm you.

Chosen

At 20th level you gain the ability to harness prophecy and the universe's favor. As an action, you can become a hero that has been foretold throughout the generations, gaining the following benefits for 1 minute:

  • Your attack rolls gain advantage.
  • You gain a bonus to your AC equal to your charisma modifier.
  • If you hit a creature that has fewer than 150 hit points, you can force it to make a DC 14 constitution saving throw, dying instantly on a failure. Creatures that succeed on this saving throw are immune to this effect for 24 hours.

Extended Spell List

You gain oath spells at the paladin levels listed.

Spell Level Spells

1st

Compelled Duel, Comprehend Languages

2nd

Enhance Ability, Pass Without Trace

3rd

Crusader's Mantle, Life Transference

4th

Death Ward, Locate Creature

5th

Banishing Smite, Far Step

Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity options:

Twist of Fate: When a creature within 60 ft. of you that you can see rolls a 1 on a d20, you can use your Channel Divinity as a reaction to change that roll to a 20. Alternatively, when a creature within 60 ft. of you that you can see rolls a 20 on a d20, you can use your Channel Divinity as a reaction to change it to a 1.

Predestined Presence: As an action, you can use your Channel Divinity to inspire awe or fear. When you do so, choose a number of creatures up to your Charisma modifier within 30 ft. of you. Each creature must succeed on a Charisma saving throw against your spell save DC, or become frightened or charmed by you. You make this choice for each affected creature individually. This effect lasts for 1 minute or until you lose your concentration (as if concentrating on a spell).

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