Paladin
Base Class: Paladin

Paladins who take the Oath of Arrogance choose to walk the path of grandeur and self belief above all. They serve themselves firstly and strive towards the ideal of having every other creature perceive them as they do themselves. 

TENETS OF ARROGANCE

The Tenets of the Oath of Arrogance compel a paladin to make others perceive them as remarkable as they see themselves. 

Self Interest. The priority in your decisions must be for yourself and benefit the path you wish to take in life.

Vanity. Upholding excessive admiration for your own appearance and a manipulation of how others perceive you.

Pride. The striving of personal pleasure and satisfaction in the achievements of yourself. 

‘Exaggeration’. Sometimes the line between lies and truth are muddled, you are to live within this line and use it to your advantage. 

Oath Spells

3rd-level Oath of Arrogance feature

Paladin Level

Spells

3rd

thunderous smite, command

5th

gift of gab, spiritual weapon

9th

haste, fast friends

13th

find greater steed, freedom of movement

17th

holy weapon, far step

Channel Divinities 

3rd-level oath of Arrogance feature

Delayed Smite - As an action you can touch an area and expend a use of your channel divinity. This area remains marked for the next hour and holds your concentration. As an action within this time you can snap your fingers causing whatever you touched to take your divine smite damage as per the normal use of this feature (expending any spell slots used). Upon doing so wherever was touched immediately takes the damage.

Never Give Up - When unconscious due to falling below 1 hit point, instead of rolling a death saving throw you can expend a use of your channel divinity and immediately regain 1 hit point as if rolling a natural 20 death saving throw.  

Aura of Arrogance 

7th- and 18th-level Oath of Arrogance feature 

An aura of pure confidence emanates from your body in a 10ft radius. All that enter this area on their turn or begin their turn within it must make a constitution saving throw against your spell save DC, if they fail then their speed is halved and has disadvantage on attack rolls, strength checks and dexterity checks. This aura can be turned on and off with a bonus action. 

At 18th level this aura's radius increases to 30ft.

Flash Step 

15th-level Oath of Arrogance feature

As a bonus action you can almost instantly move up to 30ft in a straight line. This movement can be through the space of creatures but not objects or structures and you do not provoke opportunity attacks. While moving this way you can use your attack action as per usual on any creatures whose space you move through. Any attacks used in this way have advantage. You can use this feature a number of times equal to half your Charisma modifier (minimum of once, rounded up), and you regain all expended uses when you finish a long rest.

Unwavering Confidence

20th-level Oath of Arrogance feature 

Your wholehearted belief in yourself has become an undeniable truth, as this belief compels those around you. As a bonus action you can emit a 30ft aura for 1 minute:

  • Any creature you choose that enters this aura on their turn or begins its turn there, must succeed on a charisma saving throw or be compelled towards you for that turn. They are unable to willingly move out of this aura, unable to target any creature other than yourself with any action and has disadvantage to perceive anything other than you. This effect also ends if they are taken out of this aura.

Oath Spells

Paladin Level

Spells

3rd

thunderous smite, command

5th

gift of gab, spiritual weapon

9th

haste, fast friends

13th

find greater steed, freedom of movement

17th

holy weapon, far step

Cannel Divinity

Delayed Smite - As an action you can touch an area and expend a use of your channel divinity. This area remains marked for the next hour and holds your concentration. As an action within this time you can snap your fingers causing whatever you touched to take your divine smite damage as per the normal use of this feature (expending any spell slots used). Upon doing so wherever was touched immediately takes the damage.

Never Give Up - When unconscious due to falling below 1 hit point, instead of rolling a death saving throw you can expend a use of your channel divinity and immediately regain 1 hit point as if rolling a natural 20 death saving throw.

Aura of Arrogance

Begining at 7th level, an aura of pure confidence emanates from your body in a {{scalevalue}} ft radius. All that enter this area on their turn or begin their turn within it must make a constitution saving throw against your spell save DC, if they fail then their speed is halved and has disadvantage on attack rolls, strength checks and dexterity checks. This aura can be turned on and off with a bonus action.

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

Flash Step

As a bonus action you can almost instantly move up to 30ft in a straight line. This movement can be through the space of creatures but not objects or structures and you do not provoke opportunity attacks. While moving this way you can use your attack action as per usual on any creatures whose space you move through. Any attacks used in this way have advantage. You can use this feature a number of times equal to half your Charisma modifier (minimum of 1, rounded up), and you regain all expended uses when you finish a long rest.

Unwavering Confidence

At 20th level, your wholehearted belief in yourself has become an undeniable truth, as this belief compels those around you. Once per long rest as a bonus action you can emit a 30ft aura for 1 minute:

  • Any creature you choose that enters this aura on their turn or begins its turn there, must succeed on a charisma saving throw or be compelled towards you for that turn. They are unable to willingly move out of this aura, unable to target any creature other than yourself with any action and has disadvantage to perceive anything other than you. This effect also ends if they are taken out of this aura.

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