Oath of Fate
Sacred Oath
Some of those who witnessed an unexplainable event or pay very close attention to what's happening around them glimpse beyond ordinary comprehension, and discover the presence of Fate - an entity that affects the life and death of every being in existance. You take it upon yourself to act in its name, in exchange for its favorable treatment and further insight into this powerful force.
Tenets of Fate
- Take chances as opportunities. If there is a chance to fail, it also means there's a chance to succeed.
- Your ally, not your master. Fate will aid you as long as you act in its interest, and over time, you will become more familiar with utilizing this aid.
- For a higher cause. You are Fate's avatar for a reason, not to stand idly by. Make your mark on the world, and change it for the better.
- It was fate. All creatures live until their time comes. You may run to aid those which head into battle in good spirit, but once they fall, Fate alone will show whether their efforts were worth it.
Oath Spells
You gain oath spells at the paladin levels listed.
- 3rd level: Bane, Guiding Hand
- 5th level: Borrowed Knowledge, Phantasmal Force
- 9th level: Counterspell, Life Transference
- 13th level: Compulsion, Divination
- 17th level: Bigby's Hand, Contact Other Plane
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Fate will decide. You can call upon fate to guide your weapon attacks. You can replace one melee attack roll you make by flipping a coin instead. If you win the flip, treat the attack as if you rolled a 20; if you lose the flip, treat the attack as if you rolled a 1.
- As foretold. As an action, you touch a nonliving object or a dead creature. You instantly become aware of a fateful event or encounter in its past. Make a Wisdom (Insight) check to determine the quality of this piece of information.
Fate's Chosen
Starting at 7th level, whenever you expend 5 or more hit points from your pool of healing to heal a character (including yourself), that character has advantage on the next Constitution saving throw they make to prevent Fate Marks. This effect lasts until their next short or long rest.
Fortunate Coincidence
At 15th level, you gain the ability to change the course of events ever so slightly. When you or another creature you can see rolls a d20, you can use your Reaction to decide for that roll to either be successful or not successful. You can do so after the outcome has been determined, but before damage has been rolled as a result of it, or similar effects have been determined. If you choose to affect an attack roll in this manner, a successful roll will result in a hit, not a critical hit. You have to finish a long rest before you can use this feature again.
Weaver of Fate
At 20th level, you are capable of witnessing events just before they happen, and can pull the strings in the web of time and space in order to change them. Once per game session, you can make the DM revert a description that they just made, or that they are about to make, and have them come up with an alternative scenario that may not too closely resemble the DM's original description in either effect or intention. You are the final authority on whether or not the new scenario given by the DM is acceptable in those regards. You may suggest alternative scenarios, but may not force the DM to use your exact scenario.