TEXT: Oath of Fate
  
  Oath of Fate
  A
  solitary figure in heavy armor stands on the
  hilltop overlooking the battle below. In his right
  hand, he carried a heavy spear, and in his left,
  an hourglass. As he surveys the carnage below,
  he tilts the hourglass to one side, and the tides
  of the battle shift. He tilts it the other, and again,
  it flows.
  The bloodstained corpse of the evil dragon lays slain before
  her. Her gauntlets are stained with mire and muck. They said
  it was impossible, but she proved them wrong. Fate was in
  her hands. She does not follow. She makes her own destiny.
  Tenets of Fate
  The Oath of Fate calls to paladins who feel the inevitability of
  existence, seeing a greater power controlling, guiding the
  actions of mortals. Those who follow this way are not mere
  followers, nor are they those who blame the things that befall
  them upon fate. Paladins who swear the Oath of Fate take
  into their own hands the inevitability, serving the destiny of
  the god or goddess they follow.
  Some confuse this for justice, some confuse it for laws, but
  paladins who follow this oath believe that there is a set path,
  and that their every action is deliberate, and in doing so, think
  deeply about every action, consider every possibility, and
  gather every ounce of their will to support their decision.
  Every action has meaning, every word has weight, and as
  such, no word should be spoken lightly and no deed done in
  vane.
  The tenets of the Oath of Fate call a paladin to aid others to
  reach their destiny.
  Every word counts. Be conscious that every word has meaning,
  and think carefully before speaking. Destiny does not justify
  your actions.
  Take responsibility. Destiny is a goal to be achieved, a path to
  be walked, and something to strive for every day.
  Be deliberate. Every moment has meaning, and everything you
  do shapes the future, changing your destiny. Think before you
  do, because your destiny can change at any moment, so do
  not lose sight of your current path.
  Oath Spells
  You gain oath spells at the paladin levels listed. See the
  Sacred Oath class feature for how oath spells work.
  Oath of Fate Spells
  Paladin
  Level
  Spells
  3rd
  darken missile, forceful smite, guidance
  5th
  counterspell, guiding bolt, fortune's favor
  9th
  frozen smite, find the path, protection from
  energy
  13th
  freedom of movement, foresight
  Paladin Level
  Spells
  17th
  power word heal, antimagic field
  Channel Divinity
  3rd-Level Oath of Fate feature
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity options.
  Fate's Judge. You can use your Channel Divinity to invoke
  arcane forces to suppress a foe with arcane energy. As an
  action, you can cause arcane energy to manifest and
  surround a target you can see within 30 ft. The creature must
  succeed on a Wisdom saving throw or be paralyzed for a
  number of rounds equal to your proficiency modifier. While
  paralyzed by the arcane energy, the creature repeats the
  saving throw at the end of each of its turns, taking 1d10 force
  damage on failures. On a success, it frees itself and the
  energy vanishes.
  Arcane Armament. Each day, as part of a long rest, you can
  use your Channel Divinity to enhance one of your armaments
  with arcane potential. The enchantment lasts until the end of
  your next long rest and is usable only by you. Once
  enchanted, your equipment gains one of the following effects,
  which you choose each day when you use this feature. When
  you enchant your weapon, you can add your Charisma
  modifier to damage rolls made with that weapon (with a
  minimum bonus of +1). If the weapon is not already magical,
  it becomes magical for the duration. When you enchant your
  armor, it gains an additional AC equal to half of your
  Charisma modifier, rounding up, (with a minimum bonus of
  +1), and critical hits become normal hits.
  Destiny's Shield
  7th and 18th-level Oath of Fate feature
  The potential of your destiny manifests to protect you from
  harm and ensure that you survive to fulfill that destiny,
  forming a ward around you. You and friendly creatures within
  5 feet of you have resistance to bludgeoning, slashing, and
  piercing damage.
  At 18th level, the range of this aura increases to 30 feet.
  Indomitable Fate
  15th-level Oath of Fate feature
  When you are reduced to 0 hit points and are not killed
  outright, you can choose to drop to 1 hit point instead. Once
  you use this ability, you can’t use it again until you finish a
  long rest. Additionally, you suffer none of the drawbacks of
  old age, and you can’t be aged magically.
  Ascendance
  20th-level Oath of Fate feature
  You achieve ascendance, and become the perfect vessel of
  destiny, taking on an appearance you choose, though
  regardless of what changes you choose, wings spring forth.
  
  For example, you might have a glimmering aura of silver fire,
  or take on a draconic appearance resembling the deity you
  follow.
  Using your action, you undergo a transformation. For 1
  minute, you gain the following benefits:
  At the start of each of your turns, you regain 10 hit points.
  Whenever you cast a paladin spell that has a casting time
  of 1 action, you can cast it using a bonus action instead.
  You can use your Arcane armament on a number of items
  up to your proficiency modifier, and can be used by others,
  not just yourself.
  You gain a flying speed equal to your walking speed.
  Damage from magic and nonmagic weapons you wield
  deals force damage instead of its original damage type.
  You gain resistance to all damage.
  Once you use this feature, you can’t use it again until you
  finish a long rest.
  Additional Spells
  Several of the spells of the oath spell list are specific to this
  subclass. Listed here are the details of the oath specific
  spells.
  Darken Missile
  cantrip evocation
  Casting Time: 1 action
  Range/Area: 60 ft.
  Components: V, S
  Duration: Instantaneous
  A beam of black energy streaks toward a creature within
  range. Make a ranged spell attack against the target. On a hit,
  the target takes 1d8 necrotic damage.
  This spell's damage increases by 1d8 when you reach 5th
  level (2d8), 11th level (3d8), and 17th level (4d8).
  Forceful Smite
  1st-level evocation
  Casting Time: 1 bonus action
  Range/Area: Self
  Components: V
  Duration: 1 minute (Concentration)
  The next time you hit a creature with a melee weapon attack
  during the spell’s duration, your weapon flares with forceful
  energy, dealing an extra 1d6 force damage to the target. The
  target must make a Wisdom saving throw. On a failed save, it
  has disadvantage on their next attack roll or saving throw.
  At Higher Levels. When you cast this spell using a spell slot
  of 2nd level or higher, the initial extra damage dealt by the
  attack increases by 1d6 for each slot.
  Frozen Smite
  3rd-level evocation
  Casting Time: 1 bonus action
  Range/Area: Self
  Components: V
  Duration: 1 minute (Concentration)
  The next time you hit a creature with a melee weapon attack
  during this spell’s duration, your weapon crackles with frozen
  energy, dealing an extra 3d8 cold damage to the target. The
  target must make a Constitution saving throw. On a failed
  save, it becomes paralyzed, frozen in place until the end of
  your next turn.
  At Higher Levels. When you cast this spell using a spell slot
  of 4th level or higher, the initial extra damage dealt by the
  attack increases by 1d8 for each slot.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Subclasses/Paladin/Oath of Fate.pdf