Base Class: Paladin
The Oath of the True Man is sworn to personal growth and evolution, no matter how they get it. These "True Men" battle for their own sake, and use dueling as a way to become better people. Paladins of this oath tend to have some kind of trauma that they are trying to surpass, they have come out of the depths of hell and are ready to take their lives back, others are stuck in a situation and become True Men as a coping mechanism. These warriors are known as Duelists, Gunslingers or Cowboys, for their association with the lower class.
Tenets of The True Man
The Tenets of this oath are self-imposed and aren't required to gain its benefits. This oath emphasizes justice and internal strenght. Its main principles are:
- Justice: Everyone should be in a level playing field, and must work and grow to be superior.
- Protect the Weak: You won't let anyone take advantage of the ones that aren't allowed to act.
- Evolution bia Struggle: There's no way to get actual power without pulling your weight, especially if you're a ruler. If you sit in your throne and rely solely in your inferiors you are going to be brought down.
Sworn to The Gun
When you gain this oath at 3rd level, your gun becomes an extension of your emotions. You gain these perks:
- You gain proficiency in Pistols, and you can use them as Holy Simbols.
- You gain the ability to use your Divine Smite feature on ranged weapons, but only using half the corresponding dice, rounded down.
- When you cast a ranged spell that targets one creature, you can use your reaction to make a ranged attack that deals 1d4+Dexterity modifier damage to a creature up to 60 ft. away. The damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
Aura of Justice
At 7th level, your prescence reassures your compatriots when you take action. At the start of your turn, you can give allies within 10 ft. of you a +1 in AC, until the end of the round. You can select a number of creatures equal to your Charisma modifier. The range of this feature extends to 30 ft. at 18th level.
Channel Divinity
At 15th level, you can channel the trust of your community into a powerful attack or an ultimate defence. You can use your action to use either one of these effects:
- Quickdraw: You can make a number of ranged weapon attacks equal to the number of allies within 30 ft., each time you successfully hit an attack, you gain a +1 to the next attack roll you make with a ranged weapon this turn.
- Turn the Superior: You can utter powerful words that are painful for the ones in power. You present your holy simbol, and each Fiend and Celestial within 30 ft. of you that can hear you must make a Wisdom save. On a failed save, the creature is turned for 1 minute or until it takes damage.
Once you use this feature, you can't use it again until you finish a Long Rest.
Spirit of the People
At 20th level, you can turn into the avatar of justice. as an action, you can transform into a dark silouette surrounded by a sandstorm. For 1 minute, you gain these benefits:
- You can see through walls and have advantage on perception checks.
- Your ranged weapon attacks ignore all cover, even total cover.
- Enemies have disadvantage on attacks against allies within 10 ft. of you.
Once you use this feature, you can't use it again until you finish a Long Rest.
Comments