Base Class: Paladin
Paladins who swear the Oath of Wishes are bound to entities of immense power, often noble genies or other wish-granting beings. These paladins are granted the ability to harness the essence of wishes to serve their cause and uphold their oaths.
Noble genies are varied in their motivations, but most paladins seek to make an oath with a merciful genie. Because of the nature of mortals and wishes, genies often seek out those who are wary and regard the power to grant wishes to be quite potent. Your spell casting ability becomes Wisdom.
Wise Decisions
Because of the nature of mortals and wishes, genies often seek out those who are wary and regard the power to grant wishes to be quite potent. Your spell casting ability becomes Wisdom.
Oath Spells
Your spell casting modifier changes to Wisdom and you gain oath spells at the paladin levels listed in the Oath of Wishes Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Wishes Spells
| Paladin Level | Spells |
|---|---|
| 3rd | guiding bolt, command |
| 5th | knock, spiritual weapon |
| 9th | bestow curse, blink |
| 13th | dominate beast, planar binding |
| 17th | wish, dominate person |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Hopeful Protection. As an action, you can imbue yourself or a creature within 30 feet of you with a protective aura fueled by wishes. For 1 minute, the target gains resistance to all damage types. This effect ends if the target drops to 0 hit points or if you use this feature again.
Wishful Invocation. You can utter a wishful invocation for a specific outcome. This wish should be phrased as a concise statement of intent, such as "I wish for us to find the hidden path," "I wish for this enemy to miss their attack," or "I wish for this person to fail this skill check." These are examples, the invocation can be phrased multiple ways.
After stating your wish, make a Wisdom saving throw with a DC determined by the probability of said wishful invocation based on the feasibility and difficulty of the desired outcome. An example would be:
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DC 5: Easy wish. The desired outcome is relatively simple and straightforward, such as finding a small item nearby, convincing a friendly NPC to perform a minor favor, or causing a minor inconvenience to an enemy.
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DC 15: Moderate wish. The desired outcome is within the realm of possibility but may require some effort or luck to achieve.
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DC 30: Improbable wish. The desired outcome is difficult to accomplish and may require significant resources, luck, or ingenuity.
The DM may also adjust the DC based on the current circumstances and any potential consequences of the wish.
- On a successful save, your wish comes true, and the desired outcome occurs as you intended.
- On a failed save, your wish fails, and the desired outcome does not occur. Furthermore, the DM may introduce complications or consequences as a result of the failed wish.
Once you use this feature, you can't use it again until you finish a short or long rest.
Aura of Hope
Beginning at 7th level, you and friendly creatures within 10 feet of you can add your Wisdom modifier to one ability check or saving throw per turn.
At 18th level, the range of this aura increases to 30 feet.
Vessel of Wishes. You also gain the ability to harness the power of wishes to create a temporary sanctuary for yourself and your allies. You can use your action to magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel for up to a number of hours equal to twice your proficiency bonus.
You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.
Genie's From
Starting at 15th level, you gain the ability to temporarily transform into a genie-like entity, allowing you to traverse the realms with ease. As an action, you can enter a genie-like form for a duration of 1 minute. While in this form, you gain the following benefits:
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You gain a flying speed equal to your walking speed, and you can hover.
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You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
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You have advantage on saving throws against spells and other magical effects.
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You can cast the Plane Shift spell once, targeting only yourself, without expending a spell slot or requiring any components.
Once you use this feature, you can't use it again until you finish a long rest.
Warden of Wishes
At 20th level, you become a master of wishcraft. You can cast the Wish spell at will without requiring any components. Additionally, when you cast Wish, you can duplicate any spell of 8th level or lower, even if you don't have the spell prepared. Once you use this feature, you can't use it again until you finish a long rest.
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