Paladin
Base Class: Paladin

The Oath of Fortune calls to paladins that find beauty in the chaos of the world. Not bound to the ideals of good or evil that other oaths may have, paladins of the Oath of Fortune can be found in all walks of life, from seasoned warriors hoping that their luck will keep them alive in battle, to simple gamblers trying to gain a few more coins in a tavern game. While some paladins of this oath may follow a god of luck, such as Tymora, Savras or Besheba, others simply believe in the philosophy of luck, whether good or bad.

 

TENETS OF FORTUNE

The tenets of the Oath of Fortune vary heavily between individuals, and some view them more as guidelines than actual rules, yet each paladin of this oath upholds the spirit of these tenets zealously.

Fortune Favours the Bold. No matter how bad the odds may seem, always act decisively to turn them back in your favour.

Regression to the Mean. No matter how good or back your luck may be, in the long run, it will always average out and return to its centre.

Fair Play. Cheating is never the answer. Luck will decide the outcome, whether good or bad.

 

Channel Divinity

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

Chaotic Smite. You can use your Channel Divinity to infuse your Divine Smite with a little chaos. Add 2d8 per spell level consumed when using a divine smite. Roll 2d8 and choose one of the numbers. The number rolled on that die determines the attack’s damage type, as shown below.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

If you roll the same number on the two damage type d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll of 2d8, which could cause the chaotic energy to leap again.

Fortune's Call. As an action, you present your holy symbol and call for some luck to aid you in combat, using your Channel Divinity. Until the end of 1d4-1 turn(s), a number of creatures equal to your level/2 (rounded up) that you choose gain advantage on attack roles and saving throws. 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Fortune Spells
Paladin Level Spells

3rd

bless, bane

5th

enhance ability, aid

9th

blink, dispel magic

13th

freedom of movement, confusion

17th

commune, mislead

Aura of Fortune

Starting at 7th level, when you and friendly creatures within 5 feet of you are subjected to a spell or attack that requires you to make a saving throw and fail, you roll a d6. On a roll of 5 or 6, you instead pass the saving throw.

At 18th level, the range of this aura increases to 15 feet.

Strand of Luck

Beginning at 15th level, you can start to see the strands of fate before luck has decided the outcome. After every long rest, roll 3 d20s and record the numbers rolled. As a reaction, you can use one of these rolls in place of an attack roll, ability check or saving throw made by you or any creature you can see. You must choose to do so after the roll is made but before the DM makes a call, and you can replace a roll in this way only once per turn, no matter how many reactions other features may grant you. Each roll can be used only once. When you finish a long rest, you lose any unused rolls.

Lady Luck's Champion

At 20th level, you gain the ability to harness luck at a greater level. As an action, you can magically become an avatar of fortune, gaining the following benefits for 1 minute:

  • Once per turn, if you miss a weapon attack, you can cause that attack to hit instead.
  • Your melee weapon attacks deal extra damage equal to your Charisma modifier (minimum 1). The damage type is decided by rolling a d8 with the table from the chaos bolt spell.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Once you use this feature, you can’t use it again until you finish a long rest.

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