Paladin
Base Class: Paladin

The Oath of Destiny is one which allows one to pursue their goal in service to their deity free of restraint.

Channel Divinity

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

Destiny Incarnate. You can use your Channel Divinity to change the course of even the most unlikely attack. After you miss an attack, you may as a Reaction add your Charisma modifier to attack roll made (with a minimum bonus of +1). If the attack would now hit as a result of this feature you may roll damage as normal, adding a 1st level Divine Smite without expending a spell slot.

Reject Fate. You can use your Channel Divinity to speak a prayer debilitating an enemy that you can see. As a Reaction, you present your holy symbol causing one creature that has hit you with an attack that you can see within 90 feet must make a Charisma saving throw. If the creature fails its saving throw, the attack roll must be made again using the lowest roll made for the attack, if the creature now misses its attack it instead hits itself dealing full damage. If the new roll results in a Natural 1 the creature takes damage as if the attack was a critical.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Destiny Spells

Aura of Destiny

Starting at 7th level, you gain and additional use of your Channel Divinity and gain advantage on Death Saving Throws, while Unconscious you are immune to critical hits .

At 18th level, you now gain another additional use of your Channel Divinity and your attacks now also perform critical hits on a roll of 19.

Fate of the Chosen

By 15th level your body has adapted to the constant near death experiences. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.
Once this feature is used you may as a reaction use your Lay on Hands feature targeting yourself, healing for twice the amount of hit points used.

You can’t use this feature again until you finish a long rest.

Cloak of Divinity

At 20th level, as an Action, you can manifest a cloak of sunlight. For 1 minute, bright sunlight shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

You have Advantage on all Saving Throws versus magical effects.

Whenever a friendly creature or yourself starts its turn in the bright sunlight while Conscious with at least 1 Hit Point, they gain Temporary Hit Points equal to 2 times your Charisma Modifier.

Your attacks that deal Radiant damage ignore Resistances and Immunity as long as the creature isn't immune to Radiant Damage.

While your Cloak of Divinity is active you can use your Channel Divinity's as a Free Action instead of their usual required action, the damage dealt as a result of the Channel Divinity's are doubled.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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