Oath of Destiny
A paladin who takes the Oath of Destiny is one who carves their own path through the realms. They play the strings of fate like a masterful musician, but their control over this instrument allows them to change the hearts, minds, and ultimately fates of others. Paladins under this Oath may have a variety of moral qualities and have no obligation to change fates only in service of good.
These paladins like to follow gods who embody the change that these paladins thrive for, but can also follow the gods who had determined their destiny.
Tenets of Destiny
The Tenets of this Oath help paladins perform an acts that are in service of a change of one's fate or fate.
Ego le Vult. You have the power and responsibility to change the fate of yourself and others.
Road for the Righteous. Until your destiny is made known to you, you should search for your purpose. Should your found purpose not align with your destiny, you must force one or the other to change.
There is No Straight and Narrow Path. The line between right and wrong is often blurred and never easy to discern. You should not worry over whether your actions can provide the best circumstances for the most people, but whether you are strong enough to follow through with your decisions.
Oath of Destiny Features
| Paladin Level | Feature |
|---|---|
| 3rd | Oath Spells, Channel Divinity |
| 7th | Aura of Assurance |
| 15th | Martyr of Fate |
| 20th | A Fate Worse Than Death |
Oath Spells
| Paladin Level | Spells |
|---|---|
| 3rd | bane, bless |
| 5th | aid, augury |
| 9th | beacon of hope, crusader's mantle |
| 13th | death ward, divination |
| 17th | geas, reincarnate |
Credit(s)
Art: The Dragon Age Inquisition Cover Art by Matt Rhodes
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Ensured Victory. You can use your channel divinity to weaken the strings of fate tied to a creature. As a bonus action, choose a creature that you can see within 30ft of you. Until the start of your next turn, the next time you hit this creature, your strike is considered a critical hit.
Divine Foresight. You can use your channel divinity to strengthen the abilities of a creature through their bond with the strings of fate. Choose a creature within 30ft of your, including yourself, that creature chooses an ability score and for the next 10 minutes ability checks and saving throws made with the chosen ability score are made with advantage.
Aura of Assurance
At 7th level, your understanding of fate extends to your allies. As a friendly creature within 10ft of you makes an ability check, attack roll, or saving throw, they can use their reaction to make the roll with advantage. They must choose to use their reaction before the roll is made.
At 18th level, the range of this aura increases to 20 feet.
Martyr of Fate
Starting at 15th, creatures who attempt to sever the strings of fate that attach you to this world find that your connection to destiny is much stronger than the strings that bind you. Whenever a creature scores a critical hit against, you are under the effects of the bless spell for the next minute. In addition, whenever your current hit point total is under one quarter of your maximum hit point total, you are under the effects of the bless spell.
Fate's Puppeteer
At 20th level, you gain control over the strings of fate. As a bonus action, you take on the form of fate's puppeteer. For the next minute you gain the following benefits:
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Any creatures within your aura are under the effects of the bane or bless spell, your choice.
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If the roll on the die of an ability check, attack roll, damage roll, or saving throw is a one you can choose to reroll the die, but must take the new result.
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Upon reducing a creature to 0 hit points, you can choose to sever the strings of fate that bind them, forever dooming them to a terrible fate. The creature continuously experiences deaths of all kinds and fashion and cannot be saved from this fate by anything short of a wish spell.