Oath of Providence Spells |
|
Paladin Level |
Spells |
3rd |
bless, divine favor |
5th |
aid, augury |
9th |
bestow curse, clairvoyance |
13th |
death ward, divination |
17th |
commune, legend lore |
Channel Divinity
When you take this option at 3rd level, you gain the
following two Channel Divinity options.
Predestination. You can use your Channel Divinity to
invoke the divine to smile upon your allies. When one
creature within 60 feet of you that you can see makes
a saving throw, you can use your reaction to grant the
creature advantage on the save, using your Channel
Divinity. If the effect allows the creature to take only half
damage on a successful save, the creature instead takes
no damage on a successful save, and only half as much
damage one a failed one.
Kiss of Calamity. As an action, your Channel Divinity
can be used to besiege your enemies with bad luck. Each
unfriendly creature that can see or hear you within 30
feet of you must make a Charisma saving throw, gaining
disadvantage on all saving throws for 1 minute on a failure.
You must be conscious for this feature to have effect.
Favor the Bold
Beginning at 7th level, fortune guides your hand. When
you miss with a weapon attack, you can choose to hit
instead. When you use this feature, your target takes
extra radiant damage equal to your Charisma modifier
(minimum of 1).
You can use this feature a number of times equal to
your Charisma modifier (a minimum of once). You regain
all expended uses when you finish a long rest.
Gift of Foresight
Starting at 15th level, your faith grants you a prophetic
glimpse into the future. When you finish a short or long
rest, roll a d20 and record the number rolled. You can
replace any attack roll, saving throw, or ability check
made by you or a creature that you can see with your
prophetic roll. You must choose to do so before the roll,
and you can use roll in this way only once.
When you finish a short or long rest, you lose any
unused prophetic roll.
Hand of Fate
At 20th level, you become an agent of destiny, heavily
influencing the outcome of the events around you. For 1
minute, you project an aura of dim, silver light in a 10-
foot radius. Whenever an enemy creature starts its turn
in your aura, it has disadvantage on attacks and saving
throws, while you and friendly creatures have advantage
on attack rolls and saving throws. When the aura fades
away, you regain all expended uses of your Favor the
Bold feature.
Once you use this feature, you can’t use it again until
you finish a long rest.
Comments