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# Paladin ## Oath of Greed Life can always be better- those of the Oath of Greed champion this creed. Varying interpretations can lead a Greed Paladin to be a freedom fighter trying to improve the general welfare or an oppressor struggling to maintain that which they see as theirs but the thought process remains the same. ### Tenets of Greed **Amass Wealth.** You must acquire as many gold and jewels as you possibly can. It is better in your hands than in most others. ___ **Take and Keep.** The more you have, the more you can do. Take what you need and give nothing back without greater gain. ___ **Wealth and Unity.** All the money in the world does nothing if you cannot spend it. Join with others and invest in their efforts, so that you may reap the rewards. ### Oath Spells *3rd-level Oath of Greed feature* | Paladin level | spells | |:---:|:-----------:| | 3rd | identify, unseen servant | | 5th | knock, locate object | | 9th | glyph of warding, vampiric touch | | 13th | fabricate, private sanctum | | 17th | creation, dominate person | ### Channel Divinity *3rd-level Oath of Greed feature* ___ You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. **Golden Armor.** As a bonus action, you can use your Channel Divinity to coat yourself in shining gold for 1 minute. You gain temporary hit points equal to twice your paladin level + Charisma modifier for the duration. Whenever a creature hits you with an attack while you have temporary hit points, until the start of your next turn, creatures have disadvantage on attacks against you. **Golden Spheres.** As an action, you present your holy symbol and summon a number of floating golden spheres equal to your proficiency bonus for 1 minute. You can use a bonus action to send one of the spheres to streak toward one creature or object within 60 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 2d6 + cha mod radiant damage. The ability ends early if you attack with the last spheres. \columnbreak ### Aura of Investment *7th- and 18th-level Oath of Greed feature* You are surrounded by a 10-foot aura of mutual benefit. Whenever you or a friendly creature gain hit points or temporary hit points while within the aura, all other friendly creatures within the aura (including you) gain an equal amount of hit points or temporary hit points. The temporary hit points last for the same duration. When you reach 18th level in this class, the range of the aura increases to 30 feet. ### All is Yours *15th-level Oath of Greed feature* You can easily plunder and make use of any and all magic items. You ignore all class, race, and level requirements on the use of magic items. ### Embodiment of Avarice *20th-level Oath of Greed feature* ___ You reveal your true desires to the world. As a bonus action, you gain the following benefits for 1 minute: * At the start of your turn, if you have no temporary hit points you gain 20 temporary hit points. These temporary hit points last for the duration of this feature. * While you have any temporary hit points, you can make an additional attack when you take the Attack action on your turn. * As long as you have temporary hit points you add your proficiency bonus to the damage of your attacks. * When you hit a creature with a melee weapon attack, you can choose to unleash a blast of golden light. The target must make a Wisdom saving throw against your paladin spell save DC. If they fail, they are blinded until the end of your next turn. ___ Once you use this feature, you can’t use it again until you finish a long rest. \pagebreakNum ## Oath of Wrath There comes a time when there is no more need for words, no reason left to have. When the world fades away and there is only you and your goal. Most let frustration build from failure before putting in their maximum effort, a Wrath Paladin skips this long and arduous process allowing pure instinct to take over drawing into themselves and unleashing their inner strength. ### Tenets of Wrath **Destruction.** The world will bow to you or break to you. ___ **Wrath.** Anyone who sides with, supports or stands near the ones you hunt are just as guilty as them, and they will not be spared. ___ **Terror.** Fear is a tool to be used often and with great relish. ___ **Determination.** When you choose your path, you do not slow; you do not deviate, and you never stop. ### Oath Spells *3rd-level Oath of Wrath feature* | Paladin level | spells | |:---:|:-----------:| | 3rd | bane, hunter's mark | | 5th | crown of madness, hold person | | 9th | crusader's mantle, haste | | 13th | banishment, fire shield | | 17th | hold monster, steel wind strike | ### Channel Divinity *3rd-level Oath of Wrath feature* ___ You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. ___ **Tunnel Vision.** As a bonus action you may select a creature as your enemy. You may use your bonus action to make a melee attack against that creature. You may treat your movement as being doubled as long as you only are moving towards your target. You can't not move in a direction other then directly towards your target. This effect lasts for one minute or until your target is dead. You do not understand words spoken to you during this effect. ___ **Divine Destroyer.** As an action, you channel divine energy into your weapon changing its damage to 2d8 for 1 minute. It also also becomes a magic weapon as well as a siege weapon for the duration if it is not one already. \columnbreak ### Aura of Rage *7th- and 18th-level Oath of Wrath feature* ___ Allies can feel your anger, your drive and are inspired by it. Whenever an ally within 10 feet of you reduces an enemy to 0 hit points with a melee attack, they may expend their reaction to move up to half their movement and make another attack. When you reach 18th level in this class, the range of the aura increases to 30 feet. ### Obliterating Smite *15th-level Oath of Wrath feature* ___ When ever you expend a divine smite, all hostile creature in a 15 foot cone originating from you must make a Dexterity saving throw. On a failed save, all hostile creatures in the area also take the damage equal to your smite damage. On a successful save, they take half damage. All targets have disadvantage on this save if the smite was part of a critical attack. Your smites always deal their maximum damage to structures. ### Embodiment of Wrath *20th-level Oath of Wrath feature* ___ Your rage erupts into a fiery fury. As a bonus action, you gain the following benefits for 1 minute: * You gain resistance to all damage except psychic damage. * You gain immunity to being charmed and frightened. * At the start of your turn, all creatures in your aura of Rage, including you, take radiant damage equal to your Charisma modifier + your proficiency bonus. (You cannot reduce this damage to yourself). ___ Once you use this feature, you can’t use it again until you finish a long rest.