Paladin
Base Class: Paladin

Oath of the (Un)Lucky Goddess

  • Luck rules the world: Destiny does not exist; nothing happens for a reason. Everything is random; luck is in charge.
  • Skill Issue: The things that happen are just events. We must move forward regardless of failures or successes, for everything happens due to luck, and we have no control over it.
  • Praise the Goddess: Tymora is the shepherd and the most important, divine, and powerful goddess of all.
    (The previous fragment was written by Tymora and does not truly reflect the beliefs of her followers.)

"Oh, Lady of uncertain fate,
Goddess who weaves the golden threads of chance,
bless my days with the light of your smile,
and guide my steps toward the path of abundance.
You, who hide the mysteries of fortune
in the sacred vessel of what is to come,
pour your grace upon my spirit,
and allow the lucky star to illuminate my way.
Mother of the unforeseen and keeper of hidden treasures,
teach me to dance with the whims of fate,
and to receive with gratitude both triumph and the lesson,
for I know that in both lies the seed of your favor.
May your generous hands dispense opportunities,
and may your soft whispers guide my decisions.
In my effort, find courage;
in my heart, find faith."

Maslow of House Russ, head and saint of the holy church of the magnificent and immaculate Goddess of goddesses, Tymora.

Author’s note: As the first devotee and main saint of this church, I neither conceive of nor agree with what is represented in this prayer, but Tymora is far too insistent.

Level 3: Oath of (Un)Lucky Goddess Spell List.

When you choose this subclass, the magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of  the (Un)Lucky Goddess Spells table, you thereafter always have the listed spells prepared.

Paladin Level

Spells

3

Bane, Bless, Guidance

5

Guiding Bolt, Blindness/Deafness, Suggestion

9

Counterspell, Slow

13

Banishment, Confusion

17

Wall of Force, Mislead

Level 3: Lucky Hit

At Lv 3, When you take the Attack action, as part of the same action, you can flip a coin or roll a 1D20 (the DM chooses). If you correctly guess the result of the coin flip, you gain Advantage on that attack roll; otherwise, you attack normally. (If rolling a 1D20 instead, the result must be between 11–20 to succeed).

If you have Disadvantage on the attack, instead of gaining advantage, you remove the Disadvantage if you succeed in the roll. If you fail, you retain disadvantage.

Level 3: Lucky Charm

At Lv 3, You can cast the Guidance cantrip as a reaction when an ally within 10 feet would be a valid target, and you can do so without requiring verbal or somatic components.

Additionally, you gain the following effects:

  • You can cast Bless as a reaction when an ally makes an attack roll or a saving throw within the spell's range.
  • You can cast Bane as a reaction when an enemy makes an attack roll or a saving throw within the spell's range.

You can use each of these effects a number of times equal to your Charisma modifier and you can do so without expending a spell slot. You regain all uses of these effects after completing a Long Rest.

At 11th level, you regain all uses of this feature after a short rest instead of a Long Rest.

Level 7: Tymora's Name

At 7th level, you add your Charisma modifier to the damage of your Divine Smite.

Level 7: Channel Divinity: Tymora's Blessing

You can use your Channel Divinity to Illuminate your allies that you can see with the Tymora's Light. You and any ally affected by this light has Advantage on Saving Throw for 10 minutes and for that time, they can use a bonus action to regain one Level 1 or 2 spell slot. Additionally, as part of the same action, you can roll 3D6 and regain charges of Lay of Hands equal to the result of that roll.

Level 15: Aura of Fortune

The range of your Aura of Protection increases to 20 feet. Any enemy in your aura have -2 to their AC while stay there.

Additionally, if an ally starts their turn within your aura, they can flip a coin or roll a 1D20 (the DM chooses).

-If they correctly guess the result of the coin flip, their speed increases by 20 feet, and they gain advantage on their next attack roll.

-If they fail the coin flip, their speed increases by 10 feet, and they gain no additional benefits.
(If rolling a 1D20 instead, the result must be between 11–20 to succeed.)

Level 20: Emissary of Luck

At Lv 20 You gain partial control over the magical luck bestowed upon you by Tymora. You have become a powerful master of fortune and an emissary of luck, and your soul will be accepted into the celestial pantheon when your time comes.

  • Once per short rest, you can gain Advantage on any ability check that uses a d20.
  • Additionally, at the start of each turn in combat,  you can imbue your Aura of Protection with holy power (No action required). Roll a 1D6 (this roll cannot be altered in any way) and apply the corresponding effect for the rest of that turn:
  1. The mocking laughter of Tymora: You and your allies hear Tymora laughing at your enemies. Roll 1D4, and for this turn only, subtract the result from all rolls made by your enemies that you can see at 30 ft of you.
  2. Swift escape: As a reaction, you and allies who started their turn within your Aura can move an additional 10 feet without provoking attacks of opportunity.
  3. Marked by Tymora: One enemy you can see is chosen by Tymora and has disadvantage on the next saving throw they are forced to make during this turn.
  4. Blessing of vitality: You and your allies within your Aura regain hit points equal to 3D8 + your Charisma modifier.
  5. Restored power: You and your allies within your Aura regain one spell slot of 5th level or lower.
  6. Critical blessing: The first attack against an enemy made by you or an ally who started their turn within your Aura is a critical hit for this turn only.

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