3: Fateful Magic, Channel Divinity, Choose your Fate
7: Unbound Heroism
15: True Calling
20: Manifest Destiny
Rise Above Your Past. Don’t let your past define you. Judge others based on their actions now, not then.
Learn From Mistakes. Never commit the same mistakes. Draw knowledge from every failure. Remind others that defeat should be a turning point, not a dead end.
Choose Your Own Path. Allow no one, not even deities, to decide your destiny for you. Grab fate by the neck.
Embrace Duty. Choose the life of a hero. Defend the weak, punish the guilty.
Add the time school of magic to your list of oathbound spells
When you first select this archetype at 3rd level, you may select a different Destiny.
You stand so firmly upon your chosen destiny that you can catch glimpses of yourself from other possible presents, when you would have chosen different paths, and learn from them.
Choose a cleric sign of faith or a fighter soldiering knack available to those classes at 3rd level or lower. You learn the chosen feature.
At 3rd level when you choose this archetype, you gain the following two Channel Divinity options.
Second Chance. When a friendly creature (including yourself) fails a saving throw at the end of its turn, you can spend your reaction to allow it to attempt that saving throw again.
Choose to Succeed. When a friendly creature (including yourself) fails an ability check , you can spend your reaction to allow it to roll the check again with an expertise die.
At 7th level, you become an unstoppable force of good, able to bounce back from certain defeat to keep fighting. When you suffer damage, you can spend a spell slot as a reaction. You gain resistance to one damage type until the beginning of your next turn and you gain temporary hit points equal to your proficiency bonus times the spell slot spent. As long as you have these temporary hit points, your weapon attacks deal an additional 1d8 radiant damage. These temporary hit points last for 1 minute.
Additionally, the first time you succeed at a death saving throw, you recover your lowest-level spent spell slot. You can only recover one spell slot this way each time you roll initiative. (Once per combat)
At 15th level, you have found your true destiny and nothing can budge you from your chosen path, not even death. You gain your choice of either the Lawful or Good alignment traits. You have advantage on saving throws against enchantment and compulsion effects. When you would succeed on a death saving throw, you can spend 1 exertion to treat the result as a 20 instead.
At 20th level, you are able to call upon power from your future self. As an action, you can manifest your true potential for 1 minute.
While manifested, you gain the following benefits:
You gain an expertise die on Insight, Intimidation and Awareness checks.
When you miss a weapon attack, you deal radiant damage equal to your Charisma bonus.
When you use Unbound Heroism, you gain twice as many temporary hit points and your additional radiant damage becomes 2d8.
You score critical hits on a roll of 19–20. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).
You can't use this feature again until you've completed a long rest.