Base Class: Paladin
Tenets:
- Facilitate Change: Be ready and willing to help those as they begin down their new path, and bear no judgment to their journey.
- Guard Fate: The threads of fate are sacred and demand respect. Those that would defile this universal truth must be brought low.
- Do not Dwell: The path is long and winding. To walk it fully requires focus on the here and now. Do not mourn that which you have lost.
- Disregard Glory: Demand nothing but what you require. Be willing to stand aside in moments of glory and take pleasure only in the deeds you have accomplished.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Guide Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Guide Spells
| Paladin Level | Spells |
|---|---|
|
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.
Seal Fate. As a bonus action you allow fate to guide your enemies to their end. When you activate your Channel Divinity for one minute whenever you deal damage you may choose for that damage to become necrotic, which ignores resistance, also when you hit with a weapon attack you also deal additional necrotic damage equal to your proficiency modifier.
Set the Path. As an action, threads of fate leap out from you in a 30 foot aura and connect to your allies. For one minute as a bonus action you may target one ally and teleport them to an unoccupied space of your choice that you can see within the aura. Additionally when an ally within your aura is about to take damage, you may use your reaction to teleport them. If they are moved out of the space of the damage they take none. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. You may use they ability a number of times equal to your proficiency modifier.
Aura of Change
Starting at 7th level, you begin to understand that fate is not so linear. While you’re not incapacitated, you and creatures of your choice within 10 feet of you who fail a saving throw may use their reaction to add a d8 to their role.
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.
Fate Guardian
Starting at 15th level you become a true guardian of the sacred path.
- When you activate Seal Fate you deal an extra 1d8 necrotic damage and you ignore necrotic immunity.
- When you activate Set the Path the aura increases to 60 feet.
Psychopomp
At 20th level, as an action, you take the form of a psycho pomp, a shadowy figure that has no distinguishable features and yet all those around understand what you are. A guide, but also… A Reaper. You gain the following benefits for 1 minute.
- All necrotic damage you deal is doubled.
- You can use your movement to instead teleport next to an enemy within 60 feet of you.
- Enemies within 10 feet of you have disadvantage on all saving throws against you.
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Feb 27, 2023This shit's dope bro!