Oath of the Wyrd

The Oath of the Wyrd is sworn by a paladin who has received a vision of the future and chooses to embrace that fate. The vision is often vague, such as knowing that they will save a kingdom, but can be as precise as slaying a certain devil or recovering a lost artifact. It is the paladin's impetus for adventure, and grants insight into the subtleties of magic and time.

These paladins, sometimes called seekers, see themselves as agents of fate, often decorating their armor with eyes and arcane runes. Though they have seen the future, the path to it is never revealed. The oath is a pledge to find that path, and to fulfill their destiny.



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Tenets of the Wyrd

The tenets of the Oath of the Wyrd push a paladin to be open to possibility, but certain of their path.

Walk Your Path. You know what your destiny is. You must not allow yourself to stray from it.

Observe All Things. Though you know your fate, you do not know the way. Always be ready to listen and learn.

Seek the Truth. Your vision has gifted you with deeper sight into the nature of the world, and you must embody that understanding. Speak the truth, or at least do not lie.

Do Not Tempt Fate. Your destiny is not written in stone. Do not live recklessly simply because you have seen into your future.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Wyrd Spells

Paladin Level Spells 3rd identify, shield 5th see invisibility, silence 9th counterspell, dispel magic 13th divination, locate creature 17th banishing smite, legend lore

Astral Smite

Starting when you take this oath at 3rd level, your Divine Smite feature deals force damage instead of radiant. It no longer deals 1d8 bonus damage to fiends and undead. Instead, when you take this oath, choose one of the following: aberrations, celestials, fey, fiends, or undead. Your Divine Smite deals 1d8 extra damage when your target is of the chosen type.

In addition, when you learn the Improved Divine Smite feature at 11th level, the bonus damage is force damage instead of radiant.

Channel Divinity

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

Prescience. As a bonus action, you use your power to glimpse into the near future. Until the end of your next turn, you have advantage on all attack rolls, and creatures have disadvantage on attack rolls against you.

Time Lock. As an action, you can trap a creature in time. A creature of your choice within 30 feet of you must make a Charisma saving throw. If it fails, time does not pass for it until the end of your next turn. While trapped, it cannot take turns, take damage, or be affected by any action or effect.

Wyrding Way

When you reach 7th level, you learn to magically step through space when making your attacks. On your turn, you can teleport up to 15 feet to an unoccupied space that you can see immediately before making a melee attack.

At 18th level, the range of this feature increases to 30 feet.

War Prophet

Once you reach 15th level, you begin to master your gift of foresight, empowering your Channel Divinity options in the following ways:

When you take the Attack action on your turn while under the effect of Prescience, you can make one additional attack as part of that action.

When you trap a creature with Time Lock, you can keep it trapped for up to 1 minute, but you must concentrate to maintain the effect (as if concentrating on a spell).

Fate Weaver

When you reach 20th level, your very presence bends time and space to your advantage. When you or a creature you can see within 30 feet makes an attack roll, ability check, or saving throw, you can use your reaction to force your target to roll again. You choose which result is used. You can use this feature after the initial roll, but before any of the effects are applied.