Paladin
Base Class: Paladin

This oath binds a paladin to a god of luck, such as Hermes, and Loki. This paladins oath needs them to gamble, this gives the paladin varies skills from their patron that give them an liking for the gamble and its reinforcement. These people adore to gamble and will always be attracted to a place of gambling.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Gambler Spells table. Spells marked with an asterisk are new spells. See the Sacred Oath class feature for how oath spells work.

Oath of the Gambler Spells
Paladin Level Spells

3rd

Charm Person, Disguise Self

5th

Misty Step, Suggestion, Invisibility

9th

Fast Friends, Hypnotic Pattern*

13th

Compulsion, Charm Monster

17th

Teleportation Circle, Raise Dead*

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Tip The Scales. You have the ability to tip the scales in your favor if you sacrifice your later luck. Any time when you would roll for an attack, skill check, or saving throw, you can choose to automatically succeed as if you had rolled a 20. Any time after you use this divinity, the DM can have you automatically fail an attack roll, skill check, or saving throw as if you had rolled a 1. The DM can store this for an infinite amount of time

Deal Maker. This ability allows you to make a deal with another being that will happen, not even magically bonded, this deal has to happen, as if you can bend the fate around you

 

Aura of Rizz/Deception

Beginning at 7th level, you emanate an aura of friendliness and trustworthiness. You and friendly creatures within 10 feet of you have advantage on any Charisma based skill checks and have advantage to any charm based spells.

Charm the Masses

 

At 15th Level you can cast Mass Suggestion without components or expelling a spell slot, you also can cast this spell normally. You can only perform this once per long rest.

That's Lucky

At 20th level, you learn to channel the luck within you. As an action, you embrace the risk to gain your luck to gain the following benefits for 1 minute:

  • when you are in this state, all attacks against you have disadvantage, and you have advantage on all attack rolls, ability checks, and saving throws

Once you use this feature, you can’t use it again until you finish a long rest.

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