Paladin
Base Class: Paladin

An oath to the fates. Those dead shall not be risen, their path already chosen for them. All you can do as a protector of the fate lines is guide people along their destinies and make sure no wayward souls stray from their end. You upkeep that which hasn't happened yet, or may never happen at all. 

Channel Divinity

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

Center of the Universe. As an action, you present your holy symbol and speak a word of cosmic power, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Constitution saving throw. Aberrations have disadvantage on this saving throw.

On a failed save, the creature becomes a focal point of entropic mass. They are considered restrained for 1 minute, and take 1d8 bludgeoning damage as they emit a gravitational pull 30 ft. around them. All creatures moving towards this enemy use half speed to get close, and all creatures moving away use double speed to get out. 

The creature can repeat the saving throw at the end of it's turn. On a successful save, the creature takes 1d8 bludgeoning damage but the gravity field does not persist.

Shared Suffering. As a reaction, whenever a creature you can see within 30 ft. of you would take damage that reduces them to 0 hit points, you may grasp a momentary bit of their fate in your hands and take that damage instead, also gaining resistance to all incoming damage until the start of your next turn.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Vengeance Spells
Paladin Level Spells

3rd

bane, bless

5th

enhance ability, warding bond

9th

haste, slow

13th

compulsion, death ward

17th

modify memory, planar binding

Aura of Equilibrium

By 7th level, you can exert a small amount of control on fates weave around you. Whenever a creature within 15 ft. of you, that isn't you, makes a d20 roll with either advantage or disadvantage you may choose to grant the opposite effect to the next roll of another creature within that same range. 

At 18th level, this aura extends to 30 ft.

Sever the Thread

Starting at 15th level, you can perform a ritual upon any dead creature. This ritual takes 1 hour to cast and will make the fallen creature immune to the effects of any resurrection magic, making it impossible for their soul to return to the mortal plane.

Fate's Arbiter

At 20th level, you can assume the form of fates arbiter. Using your action, you undergo a transformation. For 1 minute, gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • You extend an aura of totality within 60 feet of you, granting all enemies within range disadvantage on all ability checks, attack rolls, and saving throws. Additionally any foes making a disadvantage attack roll take 1d10 damage.
  • Your aura of totality also grants all allies advantage on all ability checks, attack rolls, and saving throws.

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

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