Paladin
Base Class: Paladin

Gamblers are a calculating and clever bunch. They know the weight of a good set of dice, the tells of an amateur bluff, and the sudden shift of luck. Those who take on the oath of the ante swear to abide by the shifting whims of fortune and fate, and adhere to the following code:

Every Hands a Winner, Every Hands a Loser

Fate is fickle, and winning isn’t just about the cards you’re dealt, it’s about how you play the hand. 

There’ll Be Time Enough for Counting When the Dealing’s Done

Nothing is guaranteed, and there’s no bigger mistake than thinking you’ve won before the die is cast. 

The Best You Can Hope for is to Die in Your Sleep

Winning, as good as it is, is always temporary, because there’s always the next hand, the next roll, the next bet. Enjoy the game as you play it, and leave each day like it’s your last. 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Ante Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Ante Spells
Paladin Level Spells

3rd

bless, bane

5th

fortune's favor, wristpocket

9th

blink, sending

13th

confusion, freedom of movement

17th

contact other plane, reincarnate

Channel Divinity

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

Up The Ante. As a reaction, when a d20 is rolled for any effect, attack, check, save, etc, you can instead force a reroll. This reroll is made with 2 d20, and whichever result is farther away from 10 is used. The results of this reroll must be used and cannot otherwise be altered by feats, spells, or class abilities.

Poker Face. For the next minute, when you make a Charisma (Deception) check, other creatures must make a Wisdom (Insight) check to determine if you are lying, and they make the roll with disadvantage.

Aura of Fortunes

Starting at 7th level you gain an aura that extends 10 ft. around you. The aura has the following effect:

Whenever you or another creature makes an attack roll with advantage or disadvantage, you can choose to cause the attack to be a critical hit on an 19 or 20 and a critical failure on a 1 or 2. You must decide before the you learn the results of the roll.

At 18th level, this aura extends to 30 ft. 

The Kiss of Lady Luck

At 15th level, as a reaction in response to a d20 roll, you can roll 2d6 and choose to add or subtract the results of your roll from the result of the triggering d20 roll. Once you use this feature, roll 2d6. If both die roll the same number, you regain the use of this ability. Otherwise, you cannot use it again until you have completed a long rest. 

Hot Streak

At 20th level, as an action, you can bend the forces of fate in your favor. For 10 minutes, you gain 2d6 luck points (like the feat lucky). They expired after the 10 minutes are up. If you use a luck point and roll a 1 or a 20 on it, the luck point is not expended. 

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