Base Class: Paladin
The Oath of Omens is guided by the mysteries of the natural world, whether they leave falling in the wind or catastrophic storms. The paladins that follow this oath live their lives on a whim traveling on the path the world puts them on. These paladins are the wandering vagabonds learning stories about long destroyed empires, to discover any information that would aid in achieving the future they hope to usher in.
Tenets of Omens
- Have Faith. Nature will always be your guide, it will never lead you astray.
- Break from the Path. The world is never wrong but it will challenge you and you must change course to pass them.
- Build Upon Destiny. When the journey is over you must be able to strengthen the new world.
- Follow the River. Destiny will end in the same way no matter what you must follow its lead.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Fate’s Chosen. As an action, you allow fate to guide you or your allies’ movements. You can use Channel Divinity to add your paladin level to anyone attack, saving throw, or ability check roll. You may do this after rolling but before the DM declares success or failure
Break the Cheaters. You can use your Channel Divinity to unleash the will of fate through your body causing terror in any fey and fiends who see you. As an action, you present your holy symbol and each fey or fiend within 30 feet of you that can see you must make a Wisdom saving throw. On a failed save, the creature 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. If the creature's true form is concealed by an illusion, shapeshifting, or other effects, that form is revealed while it is turned.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Omens 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 |
Guided by Fate
Starting at 7th level you allow destiny to improve your accuracy. When a creature within 5 feet of you makes an attack roll, you can use your reaction to grant that creature 1d4 + your proficiency bonus to the roll.
At 18th level, the range of this feature increases to 10 feet.
Destiny's Trail
Beginning at 15th level, you are always under the effects of a Gift of Alacrity spell.
Natural Inevitability
At 20th level, as an action, you transform into the embodiment of bad luck, becoming completely made of opal with 13 candle flames surrounding you and a death crown adorning your head. You gain the following benefits for 1 minute.
- Enemy creatures that start their turn within 10 feet of you must make a Wisdom saving throw. On a failure, they become frightened for the duration of your transformation
- You also have advantage on saving throws against spells cast by fiends or fey.
- Allies within 10 feet of you have advantage on death saving throws.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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1/12/2021 9:11:28 AM
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