Base Class: Paladin
Oath of Fate There are three sects of Fate paladins, each sect has their own way of creating and training paladins. You may only chose one sect.
Sect of Shai, the oldest sect, are versed in the gods, goddesses, and heroes of Egyptian mythology. When a paladin of this sect has reached the end of their thread, they are told to kill an individual. This individual, through luck and happenstance will survive. The old paladin dies in the attempt and is replaced by the new paladin. These paladins act as a check against oath breakers, and malfunctioning paladins of Fate. Upon completing their training, they will have any scars or tattoos removed and go to a temple alone and nude, they kneel and the Fates appear. One touches the coin. One touches their eys, the last, either side of their head. The Fates all point in a single direction and the paladin walks off alone. They are typically referred to as Shai paladins.
Sect of Morai are versed in the gods, goddesses, and heroes of Greek mythology. There are only 300 paladins of this sect at any given time. These paladins are found as young sole survivors of catastrophe. Such as massive earthquakes, volcanic explosions, or a turf war between gods. They are taken and put through trials, like, several kids versus a lion. Those that survive are 'Fated' and are trained as paladins. After completing their training, they will receive ritual tattoos, then travel to their temple and kneel, nude. The Fates will appear to them, one will touch their coin, another their heart, the last their shoulders. Then the Fates will all point in a direction and the paladin will travel in that direction alone. They are typically referred to as Fate paladins.
Sect of Norn. the youngest sect, are versed in the gods, goddesses, and heroes of Norse mythology. These paladins are 'born in blood and steel' meaning they are sole survivors from massacred villages, monster attacks, or green military unit on their first combat encounter. These paladins tend to be more lenient on the tenants of stealing or killing. They function best in hostile environments. Upon completing their training, they pray to the Fates, alone kneeling and nude while carving runes into their body, coin in their left hand, weapon in the right. The Fates will appear to them, one touches the coin, one touches their weapon, the last their spine. The Fates bless them and they become a paladin. The Fates will then all point in one direction, and the paladin will travel in that direction alone. They are typically referred to as Norn.
Each paladin is given a personalized coin with which they divine the will of Fate. The side representing 'no' answers, always depicts the three Fates in the way that the paladin sees them. Examples being a paladin that views the Fates as benevolent beauties will show three beautiful women on their coin. Another paladin that sees the Fates as reapers of death will show three grim reaper like figures. On the side representing 'yes' answers, is an image of the god, goddess, hero, or creature that inspires the paladin most. Example: A paladin of Fate may admire the strength, resilience, and determination of Hercules. But not exactly admire how he killed his own family. So they have Hercules on their coin. Another paladin of Fate could admire the lethal nature and ferocity of the Hydra, and so have the Hydra on their coin. Every paladin has seen the Fates, upon completion of their training.
Things to flip for aside from the tenants.
Paladins can flip for pretty much any yes or no question. But they must flip for anything that affects their fate, or the fate of another. This would be something like having sex, because there is a chance that another would be brought to life/a baby, this affects the thread of the mother and father. Entering into a life or death contract. Deciding whether or not to trust somebody. Deciding if they should place a bet on a race, and how much money to bet. Whether or not a meal is poisoned. Preferably, not things like, is Fate real, or is killing this person the right thing to do. Because those questions require much more than just a simple yes or no. Paladins of the Oath of Fate understand that the Fates could tell them to trust somebody, only to have that person back stab them, but that this was Fates way of either cutting the thread of the paladin, or keeping the paladin off guard so the fated untrustworthy enemy would attack and be revealed as an enemy. Paladins, when asked to defend their belief in Fate, or Fate's existence will usually find the idea funny. They believe that the only people who will believe in Fate, are those who are fated to believe in Fate. They leave the arguing to the scholars, though may engage purely to entertain themselves. Or flip their coin to determine whether or not a serious conversation should take place. They have no problem letting others borrow their coin, so long as they know the rules for flipping the coin. The coin is rarely stolen, as it is essentially a simple copper coin, but if it is......................................................
Tenants of Fate.
- Murder, intentional and with intent
- Murder, leaving someone to die when your help would have saved them.
- Murder, by having another act on your behalf.
- Theft, resulting in the change of another's fate.
- Breaking an oath or promise when there are lives at stake.
- Cheating or rigging bets or games of chance when lives are at stake.
- Cheating fate by coming back to life by unnatural means.
- Lies that affect the fate of another individual/individuals.
- Forcing your will or purpose on another in a way that alters or halts their fate for any amount of time.
Rules of the coin.
- Chosen image is always yes. Fates are always no, Fates are who decide, and who you are never to disobey.
- Yes or no questions only.
- One answer for one specific question. If you are having a hard time accepting the answer, you may ask if you may flip again. If yes, the same question must be asked. Whatever the result, the second answer is final.
- Flip straight up, let it come straight down into the same hand used to flip. Catch it, and open. Whatever face is to you, is the answer.
Oath Spells Shai Fate Norn
3rd Hunter's Mark, Invisibility Hunter's Mark, Inflict Wounds Hunter's Mark, Enlarge
5th Dimension Door, Misty Step Dimension Door, Misty Step Misty Step, Death Ward
9th Haste, Arcane Eye Haste, Scrying Haste ,Blade Barrier
13th Geas, Gentle Repose? Dimension Door, Regenerate Dimension Door, Regenerate
17th Scrying, Antimagic Field Scrying, Scrying,
Channel Divinity
When you take this oath at 3rd level, you gain the following channel divinity options based on your chosen sect. A four word phrase is used to activate Channel Divinity. The phrase starts as "Fate favors the..." and the last word is an attribute that the paladin chooses, like bold, fearless, strong, weak. This phrase is usually tattooed on the Fate paladin, carved into the Norn, and the Shai have it on their coin.
Shai paladin:Vow of Loyalty: As an action, using your Channel Divinity, you can renew your dedication to Fate. You use your index and middle finger to seal your eyes shut. For the next minute, you have, see in normal and magical darkness, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic, notice secret doors hidden by magic, invisible auras or objects,, fog, and smoke, and can see into the Ethereal Plane, all out to a range of 120 feet. You are immune to being charmed, surprised, or frightened. If you were under any of these effects they instantly cease.
Cut the Thread. As a bonus action, you close your eyes and utter your four word phrase against a creature you can see within 30 feet of you, using your Channel Divinity. You gain the ability to see the target's weakest points. The next attack that hits is a critical. If the target is a wayward or Oathbreaker paladin of the Fates, damage is maxed.
Fate paladin:Vow of the Fated: As an action, using your Channel Divinity, you can renew your dedication to Fate. You grasp your coin and utter your phrase. For the next minute, creatures attacking you must make a Wisdom save at disadvantage. If they fail, they must pick a different target and roll to hit again, if there are no others within range of the attack, the attack rebounds back on the attacker.
Fated Enemy: As a bonus action, you can utter your four word phrase against a creature you can see within 30 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Norn:Vow of Steel: As an action, using your Channel Divinity, you can renew your dedication to the Norn. You grasp your Norn weapon and utter your phrase. For the next minute, you gain resistance to bludgeoning, piercing, and slashing damage. Your AC increases by 2. When you make a melee weapon Attack using your Norn weapon, you gain 1D6 bonus to the damage and attack roll.
Fury of the Norn: As a bonus action, you can utter your four word phrase, using your Channel Divinity. For 1 minute you gain a +4 to dexterity, constitution, and strength.
Something
Something Shai- When you activate your 'cut the thread' ability, you gain an extra 60 feet to the range, and the affect extends to the next two successful attacks. Fate- When you activate your 'fated enemy' ability, you gain an extra 60 feet to the range, and the affect extends to 2 minutes, and is effective for up to 2 targets. Norn- When you activate your 'fury of the norn' ability, it extends to 2 minutes, and +6 to dexterity, constitution, and strength.
Something Level 20. Shai- You gain the ability to see the target's weakest points. The next attack that hits is a critical. If the target is a wayward or Oathbreaker paladin of the Fates, damage is maxed. see in normal and magical darkness, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic, notice secret doors hidden by magic, invisible auras or objects,, fog, and smoke, and can see into the Ethereal Plane, all out to a range of 120 feet. You are immune to being charmed, surprised, or frightened. If you were under any of these effects they instantly cease. Fate- for 1 hour, creatures attacking you must make a Wisdom save at disadvantage. If they fail, they must pick a different target and roll to hit again, if there are no others within range of the attack, the attack rebounds back on the attacker. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. Norn-for 1 hour, you gain +4 dex, con, strength. gain resistance to fire, cold, lightning, bludgeoning, piercing, and slashing damage. Your AC increases by 2. When you make a melee weapon Attack using your Norn weapon, you gain 1D6 bonus to the damage roll.
3rd level, lucky, hunters mark.
5th level, bane, hold person
9th level, protection from energy,
Sacred Oath Feature
Yup
Divine Health
yup
Sacred Oath
yup
Sacred Oath Feature
yup
Sacred Oath Feature
yup
Sacred Oath Feature
yup
Comments