Paladin
Base Class: Paladin

The Oath of Chance requires a paladin to understand the underlying aspects of fate and luck within the multiverse. Paladins dedicated to the understanding of chance believe that luck isn't some abstract concept but a literal force that weaves people together and can be manipulated for the betterment of others. They use this luck around them to both help individuals achieve the best outcome for their lives and hinder those who seek to rend life short. These Paladins are often referred to as "Weavers".

TENENTS OF CHANCE

The tenets of the Oath of Chance follow the principles of Luck.

Life is Chance. Everyone has one chance on the prime material. Chance cannot exist without life.

Balance. There is both good and bad luck found in the world, sometimes called karma. You are to uphold this balance whenever you can.

Luck is in all. Everything with life is subjected to chance. While there is a balance on a grand scale, everyone has a different amount of luck. It's up to you to give what you can to others.

Understanding. You must seek out an understanding of Fate and your place in the universe. Chance is a constant throughout the multiverse. It is only by deep introspection and searching that one can fully comprehend the world around themselves.

 

 

 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Chance Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Chance Spells

Channel Divinity

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

Tip the Scales - As an action, you choose two creatures within 30 ft and two additional creatures. Whenever the first roll an attack roll or saving throw before the abilities end, the targets can roll a d4 and add the number rolled to the attack or saving throw. The latter must make a charisma saving throw. Whenever a creature who failed this saving throw makes an attack roll or saving throw before the abilities end must roll a d4 and subtract it from the attack or saving throw. This ability lasts for 1 minute and you must concentrate on it as if it were a spell. You lose concentration if you cast another concentration spell or ability, fail a concentration check, or are knocked unconscious.

Luck Shift - Immediately after a creature makes an attack roll, ability check, or saving throw within 30 ft of you, you can use your reaction to allow the creature to reroll the dice. They must take the second roll. If the creature is unwilling, they must make a charisma saving throw. On a failed save, the target rerolls as normal. On a successful save, the ability has no effect.

 

Aura of Weaving

Starting at 7th level, you emanate an aura of chance that allows others nearby to glimpse beyond and create miracles. Any creature within 10 ft of you that already has a dice adding effect now rolls a d6 instead of a d4. In addition, as a bonus action, a creature within 10 ft can roll a d20. On a 1-10, nothing happens. On an 11-20, the creature rolls on the wild magic table. After you use this ability, no one can use it again until after a short rest.

At 18th level, the aura extends to 30 ft and creatures now roll a d8.

Weaving Luck

Starting at 15th level, you can see the strings of fate weaving reality together. As a result, you gain resistance to psychic damage. Furthermore, you can use these threads to extend the distance of your abilities. Any spell or ability you cast that gives advantage, disadvantage, adds dice, or subtracts dice has an extended range of 30 ft. 

Luck Made Manifest

At 20th level, you are filled with the infinity of chance. As a bonus action you can invoke Luck-bound form and roll three d20s and record the numbers rolled. You can replace any attack roll, ability check, or saving throw made by a creature you can see with these rolls. This must be done before the target rolls. You also gain the following benefits:

  • As a bonus action, you can give a creature with 30 ft (including yourself) advantage on their next attack roll. This benefit lasts until the end of their next turn.
  • Whenever you hit a creature with an attack, they must make a charisma saving throw. If the target fails the save, until the end of their next turn each attack roll and ability check is made at disadvantage. If they succeed the save, nothing happens.

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

Previous Versions

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1/30/2024 10:29:24 PM
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