Paladin
Base Class: Paladin

Tenets of Misfortune

Never Give Up- Failure is not the end, Only when I give up do I lose.
Trial By Fire- Strength comes from misery, a life without hardship is a life hardly lived
Risk Is Good, Evil Is Not- Over-comfort is a liability but malicious danger is wrong

Channel Divinity

Bad Omen - As an action you can impose total disadvantage on a target creature for one minute, they make a CHA saving throw (ignoring the disadvantage imposed by Bad Omen) against your spell DC at the end of each of their turns.

Cloak of Ire - As an action you draw the un-breaking ire of your foes. All hostile creatures that can see you can only attack you for 1 minute. A creature can end this effect on themselves by using an action to make a WIS saving throw against your spell DC. When a hostile creature hits you with an attack while this ability is active they take radiant damage equal to your CHA modifier (min 1).

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Misfortune Spells

Karma

Beginning at 3rd level, Whenever you roll a critical failure on an ability check, attack roll, or saving throw or are targeted/hit by a critical hit, gain one charge of Karma. You can store a number of charges equal to 1 + your CHA modifier. Each charge of karma is stored as extra power to fuel your future success or your enemies failures. you can expend any number of charges of stored karma whenever you roll an attack, ability check, saving throw or damage roll to add a number of d6 (non damage checks), or d8 (damage checks) equal to the number of karma you expend to the roll. If used on an enemy creature the number rolled is instead subtracted. All stored karma is reset back to 1 at the end of a long rest.

Your critical failure level also increases by 1.

Aura of Vulnerability

Beginning at 7th level, at the end of a short/long rest roll a d4. You and all hostile creatures within 10ft have a penalty to their AC and saving throws equal to the number rolled. You do not suffer the penalties until there are at least two hostile creatures within range.

At 18th level, the range of this aura increases to 30ft and the penalty only applies to you once 3 hostile creatures are effected.

Misfortune's Favourite

Beginning at 15th level whenever you would have disadvantage on attack rolls, ability checks or saving throws, enemies cannot gain advantage against you.
You can also endure up to 2 levels of exhaustion before suffering any effects.

Master of Fortune

At 20th level, You become subject to the following effects:

- You no longer need to eat food or drink
- You now critically succeed on attack rolls that would normally be a critical failure (while still gaining the charges of karma)

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