Paladin
Base Class: Paladin

Tenets of Greed


Benefit. You can choose the path, only if you gain something by doing so. Whether you actually gain this is less important, however the intentions make the biggest role in decision making of yours.

The ends justify the means. It is not important how you win, only why you keep fighting for it.

 Improvement. You must truly feel the better after doing the action, if you feel regret or grief with your choice, it was not supposed to be made.

Channel Divinity

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

Gilded Weapon. As an action, you can imbue one weapon that you are holding with the power of greed, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 15-foot radius and dim light 15 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Bride the Opposition. As an action, you present your holy symbol and propose a deal enticing the weak-willed, using your Channel Divinity. Each unaligned humanoid that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as close to you as it can, and it can’t willingly move out a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Greed Spells

Aura of Greed

Starting at 7th level, you and friendly creatures within 10 feet of you your charisma modifier when rolling a sleight of hand or insight roll as well as getting advantage to deceiving a magical illusion.

 

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

Take Advantage

Beginning at 15th level, you gain the ability to twice a day, re-roll one of any of your d20 roll. You can choose to do so after you make the roll, however before you know the outcome of the roll, also when you make a critical hit you can re-roll two damage dice and choose the greater value.

 

Pinnacle of Greed

At 20th level, as an action, you can shift your form into an embodiment of greed. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

  • When a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw wisdom. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a Paladin spell). For the next minute, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 1 minute have passed.
  • Once a turn, when you make an attack you add your charisma modifier to the roll. If you roll damage, you can reroll one damage die (this ability stacks with Take advantage ability).
  • When you make an opportunity attack, you can make two attacks instead of one.

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

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