Paladin
Base Class: Paladin

Whether from misguided parents or a series of events that you had no part in, you have become embroiled in yourself. Others may peak your attention from time to time, but only to the extent of how they can help you. You are the center of your whole world. Your love for yourself is so strong, you give yourself divine power.

Tenets of Self-Importance

Self-Importance Paladins take on this oath after attaining a grandeurous ideal. This could be anything, but it needs to shift the mindset to one of self above others.

A paladin must be evil and at least 3rd level to become an Oath of Self-Importance paladin.

Intuition before Knowledge. When presented with an opposing view, don't shake from what you know to be right

Self-worth. What you think about yourself is more important that what others think of you

Justice for the Self. Pursue what you see as right, regardless of the perceptions of others

Vindication. Don't stop until you get what is due to you

Pride. Never accept others attacking you and take all opposition as a personal challenge

Channel Divinity

When you take this oath at 3rd level you gain the following two channel divinity options:

I'm Always Right

When you become targeted by a melee attack, you can use this as a reaction to force the target to roll a WIS saving throw or the attack fails. You may invoke this ability after the attack roll is made, but before the success or failure is determined. If the attack fails, you may move 10 feet away from the attacking creature without provoking an attack of opportunity.

Don't Touch Me

When you fail an attack, save or check, you may use this as a reaction and roll another 1d20 and 1d6, then add the total to replace the failed roll. You must take the result of the second roll. If it this is a re-rolled attack, then it is a critical hit if the sum of the d20 and d6 is 20 or greater.

Oath Spells

You gain oath spells at the paladin levels listed.

Spell Level Spells
1st Hideous Laughter, Bane
2nd Enthrall, Ray of Enfeeblement
3rd Fear, Slow
4th Banishment, Dominate Beast
5th Dominate Person

 

Excuse Me

Beginning at 7th Level, your need to be heard reaches an all-time high, regardless of who's turn it is or what is going on. You gain advantage on all Initiative checks.

Also, as a reaction, you may counter a spell by sacrificing a spell slot. If you spend a slot of the same level or higher, the spell is countered. If you use a slot of a lower level, make a check using you spellcasting ability. The DC equals 10 + the spell level + the spell level difference. On a success, the spell fails and has no effect.

Aura of Self-Grandeur

Beginning at 15th Level, you become so self-absorbed that you start to affect those around you. When an enemy within 10 feet makes an attack, saving throw or ability check, they do so with a reduction equal to your Charisma modifier (with a minimum reduction of -1). You must be conscious to grant this bonus.

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

Narcissist

At 20th Level, your center of gravitiy becomes so massive, you become a minor planetoid to those who come near. You give off a 10ft aura that has four effects:

  • Anyone making an attack in your aura is compelled to attack you. If they wish to attack someone else, they need to succeed on a WIS saving throw. If they succeed, they are immune to this effect for the next 24hr unless they chose a new target other than yourself.
  • Any enemy attempting to leave the aura must succeed a WIS saving throw or cannot move.
  • You may make attacks of opportunity at a range of 5 and 10 feet. Attacks of opportunity made from outside melee attack range may use Vicious Mockery instead.
  • You may make unlimited attacks of opportunity

 

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