Base Class: Paladin
The Oath of Fate calls to paladins that have been touched by fate, changed at their very core and seeking their new life. Weavers of fate pushing some towards a great destiny and smiting those who would destroy existence itself.
Star Knights, often seen as fools or tricksters, follow the law and chaos of fate and know that their actions can change events, places and people permanently.
Oath of Fate Spells
You gain oath spells at the paladin levels listed.
Level 3: Charm Person, Disguise Self
Level 5: Mirror Image, Pass Without Trace
Level 9: Blink, Dispel Magic
Level 13: Dimension Door, Polymorph
Level 17: Dominate Person, Geas
Channel Divinity
Guided Strike. You can use your Channel Divinity to strike with supernatural 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.
Invoke Duplicity. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Aura of Temptation
Starting at 7th level, you have learned how to tempt fate, offering the chance of success with the potential for greater failure. As a reaction, an ally within 10 feet, can choose to add an additional 1d8 fate dice to their ability check, attack roll or saving throw. If the target fails the check with the new total they take psychic damage equal to the fate dice roll.
At 18th level, the range of this aura increases to 30 feet and the fate dice increases to a d10.
Threads of Fate
Starting at 15th level, you see the threads of fate weaving in your immediate area preparing you for battle. You gain a bonus to your initiative rolls equal to your Charisma modifier
Fate's Hand
At 20th level, you gain the ability to harness the hands of fate for your own. As an action you can become an avatar of destiny, gaining the following benefits for 1 minute:
- You have advantage on attack rolls.
- Increase your AC by 2
- You gain truesight in a 60-foot radius.
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