Base Class: Paladin
Contrary to what some believe, fate is not the randomness of chance, nor is it a predetermined outcome set in stone. No, fate is not the destination but the journey, a series of paths that all living creatures walk - knowingly or not - determined by the choices they make every day. Each path winds through life - some short, others long - alternating between uneventful and storied, all leading to that final destiny.
The Oath of the Fates is not an easy one for paladins to follow. It is the middle road between law and chaos, where good and evil both have their parts to play in the divine plan of the gods. Paladins dedicated to this oath fight to uphold the grand design of the multiverse, a far more esoteric ideal than honor or glory, and thus make for truly unpredictable combatants.
TENETS OF THE FATES
Though the exact words and strictures of the Oath of the Fates vary, paladins of this oath share these three tenets.
It's the journey that matters. Everyone has a destiny awaiting them, but how they get there is what truly matters. Give others the space to enjoy their own journey, but help those who are having difficulty setting foot on their path.
What happens, happens. Fate is not set in stone, it's ever-changing and influenced by the fates of others. But if a fate is meant to be, it will be, despite outside influence. Know when to let the divine plan play out naturally and when to intervene on fate's behalf.
Be the whisper, not the shout. Fate is subtle, barely noticeable for the most part, but always at work. The smallest effort can produce the greatest result. Always be mindful of your part in the grand design as well, and don't draw undue attention to your efforts.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Fateful Strike. You can use your Channel Divinity to strike with preternatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Fates Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Fate
Starting at 7th level, you and friendly creatures within 10 feet of you gain a bonus to Stealth rolls equal to the paladin’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one fate paladin at a time.
At 18th level, the range of this aura increases to 30 feet.
Elusive Presence
Beginning at 15th level, you are always under the effects of a nondetection spell.
Fate's Champion
At 20th level, you gain the ability to harness the power of fate's grand design. As an action, you can magically become an avatar of fate, gaining the following benefits for 1 minute:
Whenever an enemy creature starts its turn within 10 feet of you, the creature takes 10 force damage.
In addition, for the duration, you have resistance to all damage (attacks, spells, and other effects).
When you take the Attack action on your turn, you can make one additional attack as part of that action.
Once you use this feature, you can’t use it again until you finish a long rest.
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