Base Class: Paladin
The Order of The White Circle of Fate was born when an humble man, with low chances of winning, fought and won a fight against a mighty Lich. He survived dubious and tough situations during his adventure through the Lich's dungeon, avoiding danger by following a ritual he was always doing, tossing a small ball of white steal to the air and going in the direction she was rolling into. After this, he started to believe in fate.
Paladins who swear this oath believe in a natural order to things. They believe there is a grand design that shapes reality for the better. An Oath of The White Circle of Fate paladin believes it is their responsibility to ensure fate’s proper implementation, to be its guiding hand. Entities that seek to subvert or circumvent the natural order (undead, demons, entities of chaos, false prophets, etc.) must be stopped at all costs. Whether a worshipper of a lawful god, a steward safeguarding the fates, or a hunter of all things aberrant, these paladins are the caretakers of our reality and will stop at nothing to ensure its fidelity.
Pursue Perfection - Over time, through continuous learning, perfection is possible.
Safeguard the Truth - False words and deeds are a pestilence that must be extinguished lest they spread over all the earth.
Be Ever Vigilant - Chaos is relentless; you must be as well.
Channel Divinity
You gain two Channel Divinity options:
-Hand of Fate. Fate is on your side, and you can use that to help your allies. If one of your companions within 30 ft. fails an attack, saving throw, or ability check, you may use a reaction to roll 2d4 and add the result to their roll.
-Aura of The White Circle. As an action, you create a sphere of positive energy. The sphere is centered on you, has a 30-foot radius, and is filled with bright light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
• You grant it temporary hit points equal to plus your paladin level plus your charisma modifier (a creature can only benefit from this feature one time per long rest).
• You end one effect on that is causing it to be charmed or frightened and she gets advantage on the ST against that same effect for the next minute.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion 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 |
Crossroads of Fate
At 7th level, your oath imparts to you strands of fate that you may pull to turn the tide of battle. During a long rest, you may commune with Destiny to receive strands of fate (fragments of possibility represented as 2 white circles). You receive two strands of fate (fragments of possibility) after a long rest.
When you make an attack roll, an ability check, or a saving throw while you have a strand of fate (fragment of possibility), you can tug on a strand (dismiss a fragment) to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against you, you can pull a strand (use a fragment) to roll a d20 and choose which of the d20s to use, the one you rolled or the one the attacker rolled. If the original d20 roll has advantage or disadvantage, you roll the additional d20 after advantage or disadvantage has been applied to the original roll.
You may also shift fate on a broader scale. You may use bonus action to consume a strand (fragment) to create an aura of divine favor. For 1 minute you exude a 10 ft aura centered on you that bends fate in the favor of your allies. They may add a d4 to their attack rolls, ability checks, and saving throws.
At 18th level, the range of this aura increases to 30 ft.
Fortune Favors the Bold
Starting at 15th level, you have opened yourself to the hand of fate, and it has shown you the best path forward. You gain the ability to hold an additional strand of fate (fragment of possibility), to a maximum of 3.
You may use a strand (fragment) to invoke one of the following effects:
• You may use a bonus action to grant yourself advantage on all attack rolls until the end of your next turn.
• As a reaction, you may create an aura (10 ft) that provides advantage on saving throws to all of your allies within the aura.
• As a reaction, you may create an aura (10 ft) that causes disadvantage on all attacks against your allies until the beginning of your next turn.At 18th level, the range of these auras increase to 30 ft.
Champion of the White Circle of Fate
At 20th level, you can become an avatar of Destiny, a cosmic being. Using your action, you undergo a transformation: Your skin becomes white crystal. Gold and silver energy forms a large spectral wings on your back.
For 10 minutes, you gain the following benefits:
- You gain a flying speed of 60 feet as you pull the strands of time and space around you to move at great speed. The sheer force of which causes the space around you to become dense; enemy creatures within 10 feet of you move at half speed.
- You have advantage on attack rolls against undead, aberrations, celestials, elementals, fey, and fiends.
- When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically removed from the weave as if by a banishment spell. On a successful save, the creature can't be banished by this feature for 24 hours.
Previous Versions
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7/7/2021 3:39:24 PM
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Coming Soon
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