Paladin
Base Class: Paladin

The oath of Prevention paladin is sworn to the guidance of the fates. Through some means you have received insight one or many disasters of the future. While no future is set in stone, you have dedicated yourself to the art of intervention doing all that you can to tempt fate away from its perilous path. Fate is however a fickle thing which scarcely listens to those who drive its path, to stop one tragedy may invite another, leaving you a new task to accomplish. The Oath of prevention swears that it will serve as a guiding force that takes fate into its own hands.

Tenets of Prevention
The Tenets of Prevention are a symbol of a paladins dedication to a different future. They resolve to face whatever difficulty or sacrifice necessary to bring about change be it for good or evil. The four principles they uphold are as follows.

Intervention. Relation or personal gain are no barrier to intervention. It is the responsibility of the strong to influence the lives of the weak, and the unknowing honor of the weak to carry the will of the strong. Everyone carries potential to bring change and through your interference you may amass forces to push back against fate.

Necessity. Do what must be done, for if you do not then no one will, and the world that you know may be unmade. Let not the dread of your task slow you , for any moment lost is a moment fate decides for you. 

Responsibility. Every change carries with it a cost, every action a reaction.  You must carry these burdens with you always and let their weight remind you of the importance of your task. Bear the burden of your action and your inaction, for it was your choice to sway fate. Weigh these burdens against your cause always so that you may never stray in your resolve.

Awareness.  Blindness is the enemies weapon, to tamper in what one does not understand is to summon ruin upon the self. Never let yourself forget the bigger picture, but do not become so enamored in it that you cannot see the finer detail.  Through understanding one directs their influence, rather than letting themselves become a force of chaos.

 

Channel Divinity

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

Right The Path.  As an action you can choose a number of creatures up to your Charisma Modifier (Minimum of 1) within 60ft of you. Each creature which is charmed, frightened, or under another magical effect which causes them to act against their own wil (Such as the spell confusion)l , may immediately make a new saving throw against the effect. Each creature has advantage on the save. If the effect does not require a save,  this ability has no effect. A creature effected by multiple effects listed may make a save against each effect.

Sight of Providence. As an action, you can divine the immediate fate of an individual. Choose one creature within 60ft, you do not need to see this creature so long as you are aware of its presence. You become aware of any spell or magic effect currently on the individual and it cannot hide from you or benefit from Invisibility against you for 1 minute thereafter. You gain advantage on the first attack you make against this creature during the duration.

 

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Paladin Level Spells

3rd

Bless, Bane

5th

Aid, zone of truth

9th

bestow Curse, dispel magic

13th

Death Ward, Blight

17th

commune, modify Memory

Aura of Unyielding Fate

Starting at 7th level, Creatures of your choice within 10 feet of you have a -1 penalty to all ability checks and saving throws.

At 18th level, the range of this aura increases to 30 feet and the penalty increases to -2.

Counterbalance

When you or a creature within 10 ft of you, are the target of an attack by a creature within your melee range, you may immediately make a single weapon attack against that creature as a reaction. If it hits, that creature gains disadvantage on its attack.

Crux Renegade

At 20th level, as an action you can transform into an Avatar of Influence, granting you the ability to tempt fate more directly than ever before. You no longer play by Destiny's rules.

When you enter this form you gain one use of the Legendary Resistance: When you fail a saving throw, you can choose to succeed instead. If the Legendary Resistance is not used before you revert from this form it is lost.

While in this form you have 1 Legendary Action, you may use it to take one of the actions below, and only at the end of another creature's turn. Spent Legendary Actions are regained at the start of each of your turns.

  • Attack: You make one weapon attack against a creature within your reach.
  • Teleport: You along with any equipment you are wearing or carrying magically teleport up to 120ft to an unoccupied space.

When you deal damage to a creature or object, the damage ignores damage resistance and treats Immunity as if it were resistance.

Once you use this action you can't use it again until you finish a long rest.

 

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