Paladin
Base Class: Paladin

Maybe you came home from a long day of work. Maybe you were seeking for answers but couldn`t find them nor someone who could give them to you. Not until you meet him, the Lord of Fate. You had never heard of him before, but he knew about you. Maybe he talked with you in one of your dreams, maybe he decide to buy you a beer at your local tavern. But once you met him,  it would change your life. For whatever reason you started talking to him and afterwards you listened. He convinced you with ease, that you should start your journey. You would achive your goal and at the same time make the change in the world, which was needed to prevent a great calamity.

As a Fatebinder-Paladin you do your best to keep your group and yourself alive while making your mark in history. You gain abilities to support your allies, to keep fighting against everyone who opposes you, aswell as changing reality itself in a way you desire. In addition, the Lord of Fate can send you a sign or a message if he deems it necessary.  (thats a cue for you DMs out there).

(PS: This subclass is made for fun an more for roleplay than having hard battles, so its not exactly balanced. If someone likes the concept you should discuss with your DM if you can make this work with or without some changes, fyi all oth-spells are homebrew too. If you dont like it, pls explain me in the comments what aspects you would change)

(PPS: English is not my native language so pls excuse my limited vocabulary and my grammar =D)

Channel Divinity

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

Call of fate: A wise man once said: "Sometimes the hand of fate must be forced". You got the power to change the outcome of 1 event as you please. After you or an ally of your group rolled a  D20 change the result to a Nat. 20. If you use this ability when more than one dice is used, for example dis-/advantage or the lucky feat rolls, change all dice to 20. Once you use this feature, you can’t use it again until you had a long rest.

Help of the unseen: You learned to count on the misfortune of your opponents. After an hostile creature rolled a D20 change the result to a Nat.1. If you use this ability when more than one dice is used, for example dis-/advantage or the lucky feat rolls, change all dice to 1. Once you use this feature, you can’t use it again until you had a long rest.

 The rest time is for both features separate.

Oath Spells

The Lord of Fate grants you oath spells at the paladin levels listed. Also increase at the 13th level the pool of healing power of your "Lay on Hands" to your paladin level x 15 (instead of paladin level x 5), but reduce the number of uses per long rest to 3.

Oath of Devotion Spells

Aura of the Fatebinder

Beginning at the 7th level, the fates of you and your group are linked in battle. You and friendly creatures within 10 feet of you gain 2AC. You recive for every 2 creatures which are within the range of your ability 1 addisional AC.

Also everytime you recive damage, heal 2 allies within the range of your aura for 25%, rounded down, of the damage. When there is only 1 ally in range heal him for 50% of the damage, rounded down. When there are more than 2 allies then you have to heal the one with the least amount of flat HP, as long as the target is not at full health, and the one with the least amount in % HP. If one person has the least amount of HP in flat aswell as in %, then you can choose which other friendly creatures recives the second heal. The healing doesn`t apply if you lose health through your own oath spells.

Everytime an allies within the range of your aura recives damage, heal yourself for 25% of the damage. If damage is applied to an area (AOE) activate this abilty between the individual damage calculations. (If damage is applied by a beam starting from point A going to point B start by calculating the damage/heal from the creature nearest to A. If it happens to all creatures at the same time always start the calculation with the paladin).

Healing only applies for actually dealt damage. If a creatures in your aura gets reduced to 0 HP only use this amount. (For example 21 HP 37 damage --> use 21 damage for the calculation)

(For balancing if you or your DM deem this ability to strong: try reducing the given AC to 1 and reduce the healing from 50%-->30%  and 25%-->15% or/and you can cut out one part of the healing effect. That means, you can still heal your allies, but you yourself dont recive any healing anymore or vice versa.)                                                                     

 

Unchained destiny

Starting at 15th level, you feel that great things are still ahead of you. Everytime you are to be afflicted by a condition, you can make an additinal saving throw. If you roll a 15 or higher, you can negate the inflicted condition. If you are affected by a condition, you can make every round before your turn another additinal saving throw. If you roll a 15 or higher, end one condition that affects you. Then start you turn as normal.

(Old Version you could still use: Starting at 15th level, you gain advantage on saving throws  against all conditions and negative, not damaging magical effects (for example aging), except for invisible, and resistance against damage over time (for example poisen or fire damage every turn after the initial damage).)

Binder of fate

At the 20th level, grant "Call of fate" and "Help of the unseen" an additional usage before you have to take a long rest.

Everytime you or an ally defeat a creature note down either the difference of 1 ability score the creature exceeds your own stats (For example if you got 19 strength and 19 charisma the enemy got 21 strength and 23 charisma you can either note down +2 for strenght or +4 for charisma) or +1 for HP or +1 for spell slots. Your DM can list this for the player, if he doesn`t wish to reveal the stats of the creatures. Everytime you reach a new decimal power (+10,+ 20,+ 30, etc...) add permanently 1 point to this ability score or +5 to your HP. If you reach the limit for spellslots, add permamently 1 spell slot. Your limit for all ability scores becomes 26. For spell slots you have to get 1 spellslot more of a lower level before you can recive a higher spell slot. (You need 2 level 1sl before you can get 1 level 2 sl; --you need 4 level 1sl, 3 level 2sl and 2 level 3sl to get 1 level 4sl etc...) you can create up to 5 level 1 spell slots through this ability.

(For balancing if you or your DM deem this to strong increase the needed number to gain the bonus, so instead of every +10-->+15 etc.../ reduces the limit to 22/24/ cut out the spell slot part etc. But remember for both 5th level oath spells you need to reduce your stats...)

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