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Oath of the Luckbringers (Homebrew)


Hit Points

Hit Dice: d4 per Oath of the Luckbringers (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Paladins who take this oath travel the realms seeking to bring luck to those who are struggling with their fortunes. They consider themselves as ambassadors of goodwill, destroyers of evil, and embodiments of Tymora’s will.

Tenets of the Luckbringers

Tymora’s Luck Never Fails. Have faith in Tymora’s luck. If a situation presents itself, then Tymora has chosen it that way—it is a test. Fortune Favors the Bold. This is your battle cry. Be bold in your actions—set lofty goals and strive to achieve them. Place Yourself in the Hands of Fate. You can’t truly achieve greatness without taking risks. You must be driven to succeed.  
Level Spells
3rd battlefate, deflection
5th favor of Tymora, free will
9th boon of fortune, haste
13th freedom of movement, guardian of faith
17th skill empowerment, steel wind strike
      Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options.    Tymora’s Blessing. As an action, you can raise your holy symbol and speak a prayer asking Tymora to favor you and up to three allies of your choice within 20 feet. For 1 minute, at the start of each affected creature’s turn, it gains 1d4 to add to a d20 roll—an unspent die is lost at the end of that creature’s turn. The number of allies you can affect increases with your level. At 6th level, you can add half your proficiency bonus to the number of allies you can affect. For example, at 6th level, you could affect four allies, and at 9th level you could affect 5 allies.    Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.  

Tymora’s Boon

  Beginning at 7th level, when your Tymora’s Blessing Channel Divinity feature is active, the die increases to 1d6 and the area in which you can select benefactors increases to 40 feet.    

Battle Blessing

  Starting at 15th level, your weapon attacks deal an extra 1d4 radiant damage on a hit.  

Avatar of the Luckbringers

  At 20th level, you can use your action to transform into the ideal holy champion of Tymora; for 1 minute, or until you end the transformation using your action, you gain the following benefits:
  • The range of your Tymora’s Blessing Channel Divinity feature increases to 60 feet, and the die increases to 1d8.
  • The radiant damage from your Battle Blessing feature increases to 1d6.
  • When using your Turn Undead Channel Divinity option, undead with less than a 4 CR that fail the saving throw are destroyed.
  • Once you use this feature you can’t use it again until you finish a long rest.


    Created by

    CrisisUnbound.

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