Paladin
Base Class: Paladin

The oath of destiny is a really great subclass for paladins. It is super cool and it it real awesome. this subclass is the best subclass ever (probably not) and I'm really proud of it. Please enjoy my hared work.

Channel Divinity

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

Tethered Fate. As an action, you can use your Channel Divinity to cause ghostly chains to ensnare any enemy you can see within 15 feet. Each affected enemy must make a WIS saving throw. On a failed save, the enemy takes psychic damage equal to 1d6 plus your Charisma modifier (minimum 0) and is stunned until the end of your next turn. On a successful save, the enemy takes half the damage and breaks free of the chains.

Spurred Purpose. As a bonus action, you can touch a number of willing creatures equal to your CHA modifier (minimum 1) and use your Channel Divinity to imbue them with vigor. For 1 minute, the creatures' speeds are doubled and they are not affected by difficult terrain.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Foresight

Beginning at 7th level, while you are conscious, you and friendly creatures within 10 feet of you take 1d4+ you CHA modifier (minimum 1) less damage from attacks that aren't spells

At 18th level, the range of this aura increases to 30 feet.

Fates' Design

Beginning at 15th level, you gain advantage on death saving throws and concentration checks.

The Great Equalizer

At 20th level, as an action, you can cause magical, ribbon-like, tethers to appear between you and every creature within 120 feet of you for 1 minute. Until the spell ends, you know how many hit points each tethered creature has as well as its hit point maximum. As an action on a subsequent turn, you may redistribute hit points among the creatures you have tethered (including yourself) to a maximum of your charisma modifier (minimum 0) plus the number of creatures you have tethered.

A creature can attempt to break its tether by moving to a space more than 120 feet away from you. To do so, it must make a WIS saving throw. On a successful save, the creature severs its connection to you and is able to re-enter the radius without being affected. On a failed save, the creature is pulled 10 feet toward you. If the creature is forced out of the radius, it succeeds automatically. 

You cannot reduce a creature's hit points to less than half its maximum, and you cannot heal a creature to greater than half its maximum.

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

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