Base Class: Paladin
The Oath of the Draw is bound to the ideals of fate and how no one can control it except for the gods themselves. The paladins who swear to this oath vow to keep the tides of chaos flowing either by stopping those who try to mount fate for themselves, or simply buckling up and choosing to go along for the ride. Such warriors and protectors of chaos often find themselves drawn to deities of Chaotic alignments, or perhaps beings from realms like the Feywild. However, paladins of this oath might also choose to not follow a specific deity, as that might stack the deck too much in their favor.
TENETS OF THE DRAW
Expect the Unexpected. Despite being on the side of fate, that does not mean fate is on the side of me. Lady Luck picks few champions, so I don’t expect her favor.
Enjoy the Ride. I’m happy with what I get out of life, for living at this time, in this moment, is reward enough.
Think Fast and Act Faster. Fate will throw whatever it can at me, and I know I am not prepared. That being said, I will always do my best to adjust.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Draw Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Open Sea Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Revoke Luck. As a reaction, when a creature within 30 feet of you has advantage on an ability check, attack roll, or saving throw, you can grant them disadvantage on said roll. Also, for the next minute, that creature cannot gain advantage on a roll through any means.
Channeling Chaos. As a bonus action, you can channel the waves of chance and possibility to your advantage. For the next minute, at the start of each of your turns, you roll a d6. The size of this die increases to a d8 at level 7, a d10 at level 15, and a d12 at level 20. Rolling on the Holy Wild Magic table determines what effect takes place.
Holy Wild Magic Table
1: The Channel Divinity effect ends early
2-3: You cast bane on yourself for a round. It requires no concentration, and costs no spell slot.
4-5: You cast bless on yourself for a round. It requires no concentration and costs no spell slot.
6: Your attacks deal an extra 2d6 radiant damage for a round.
7: You have disadvantage on all saving throws this round.
8: You have advantage on all saving throws this round.
9: You cast polymorph on yourself for a round, turning into a creature of the DMs choice following the rules of the spell. This requires concentration and costs no spell slot.
10: You cast polymorph on yourself for a round, turning into a creature of your choice following the rules of the spell. This requires concentration and costs no spell slot.
11: All attacks have advantage against you for this round.
12: You have advantage on all attack rolls for this round,
Aura of Chance
Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any creature within 10 feet of you can choose to roll a d6 as a reaction before an attacker rolls to hit. On a 1-2, the attacker must roll with disadvantage. On a 3-4, the attacker rolls as normal, but any damage dealt on a hit is halved. On a 5-6, the attacker must roll with advantage.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Flowing Fate
At 15th level, you can use your reaction whenever you roll less than a 10 on the die for an attack roll, ability check, or saving throw, to gain 1d6 temporary hit points.
The House Always Wins
At 20th level, you learn to channel the spirits of dealers from across the land to briefly dive head first into the tides of fate and chaos. As an action, you ride alongside these spirits of luck, gaining the following benefits for 1 minute:
- Whenever you roll on the Holy Wild Magic table, you can choose to roll twice and use both effects. If you get the same roll twice, the length of the effect is doubled.
- When you roll for your Aura of Chance, you can roll twice and take the preferred roll.
- When under the effect of any spell that forces you to roll for a random effect, you can choose not to roll and pick your desired effect.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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2/24/2022 7:15:08 AM
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2/24/2022 7:39:11 AM
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Coming Soon
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