Oath of the Deck (5e Subclass)

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Oath of the Deck[edit]

Paladin Subclass

Paladins who swear the Oath of the Deck believe fate is not something to be obeyed, but wielded. They bind themselves to the symbols of luck and chaos, drawing divine power from cards that represent chance, fortune, and the unknowable threads that weave destiny.

Tenets of the Deck

The tenets of the Oath of the Deck . Its central principles are as follows:
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Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd detect evil and good, guiding bolt
5th augury, mirror image
9th bestow curse, clairvoyance
13th divination, phantasmal killer
17th legend lore, mislead
Channel Divinity

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

Deck of Fate. When you hit a creature with a melee weapon attack, you can use your Channel Divinity to draw a card. Roll a d4 and consult the list below:
1. Ace. Your attack deals an extra 2d8 radiant damage and the target must succeed on a Strength saving throw or be knocked prone.
2. Queen. Your attack reveals the target's next move. You have advantage on attack rolls and saving throws against that creature until the end of your next turn.
3. Jack. The attack becomes a critical hit. If it already was, add another weapon die.
4. King. The target must succeed on a Charisma saving throw or become restrained until the start of your next turn.
Twist Fortune. As an action, you can use your Channel Divinity to become an agent of fate. For 1 minute, you may roll a d20 before any attack roll, saving throw, or ability check made by you or a creature you can see within 30 feet of you. You may replace the result of that roll with one of your stored rolls. You may do this a number of times equal to your Charisma modifier. Once a stored roll is used, it is expended.
Aura of Fortune

At 7th level, when you or a nonhostile creature within 10 feet of you makes an attack roll, saving throw, or ability check, you can allow the creature to reroll the die. You must choose to do so before the roll, and you can allow a creature to reroll the die in this way only once per turn.
At 18th level, the range increases to 30 feet.

Gambler's Luck

At 15th level, when you fail an ability check or saving throw, you can roll a d6. On a roll of 4–6, treat the result as if you succeeded.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
Additionally, you can't be surprised and have advantage on initiative rolls.

Avatar of the Deck

At 20th level, you can become a living embodiment of fate. As an action, you undergo a transformation for 1 minute. While in this form, you gain the following benefits:

  • At the start of each of your turns, you may draw a card (roll a d6):
1. Tower. Each creature within 10 feet of you other than you must make a Dexterity saving throw or take 4d10 force damage.
2. Sun. You and each creature of your choice within 30 feet of you regain 20 hit points.
3. Moon. You teleport to any point you can see within 60 feet of you. The next attack you make this turn is made with advantage and deals an additional 10 radiant damage.
4. Star. You regain one expended use of Channel Divinity.
5. Wheel. Reroll one failed saving throw or force a creature to reroll a successful one.
6. Fool. You and a creature you choose both roll a d20. Whoever rolls higher takes the other’s next turn as if it were their own.
  • You are under the effects of the foresight spell for the duration.
  • Your movement speed increases by 10 feet.
  • You have resistance to acid, cold, fire, lightning, and thunder damage.

Once you use this feature, you must finish a long rest before you can use it again.

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