Paladin
Base Class: Paladin

The wilds are cruel places where simple citizens are killed faster than you might think. The only line of defense for townspeople is their sheriff, who is elected by popular vote. When a sheriff is elected, the must take the oath of office, which begins their journey as paladins.

Tenets of the Sheriff

Protect the People:  You've been granted this power as a servant of the people and must only use it to defend people. Whether they are friends or foes, if they belong to the town, you must protect them.

Respect the Badge: The power invested in you is represented by your badge, which should serve as an extension of your being. You must protect it at all costs. 

Heed Your Allies: Fighting alone will only kill you, but fighting with the wrong people will get you tortured. Choose your deputies wisely.


You gain the feat firearm specialist. ((add it to your sheet manually) 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Sheriff Spells table. See the Sacred Oath class feature for how oath spells work.

3rd level:
Hunter's Mark, Protection from Evil and Good

5th level:
Find Steed, Hold Person

9th Level:
Dispel Magic, Nondetection

13th Level:
Banishment, Death Ward

17th Level:
Hold Monster, Dispel Evil and Good

Channel Divinity

When you take this oath at 3rd level, you gain the following 2 Channel Divinity options. 

Deputize: As an action, you present your badge to an allied creature within 5 ft, turning it into your deputy using your Channel Divinity. For the next hour, the creature learns all spells you have prepared for the day (Including your oath spells) and may cast them using either its or your spell slots and gains access to all your Aura abilities. Your Auras still only count once and can not stack.

Sheriff's Bounty: As a bonus action, you choose a creature within 60ft of you and place a bounty upon its head, turning it into an outlaw with your channel Divinity. For the next minute, the creature must succeed on a Charisma saving throw whenever it would turn invisible, teleport, or attempt to alter its appearance or fail to do so. In addition, you can use your Divine Smite on any ranged weapon attacks you make against this creature.

Aura of Authority

Starting at 7th level, you emanate an aura of authority, allowing you to use your status as leverage. At the end of each short rest, choose between Intimidation or Persuasion. you and allies within 10ft of you have advantage on checks that use the chosen skill against non-hostile targets, as long as you are not incapacitated.

You can change the chosen skill as a bonus action. You and your deputy (if you have one) can have different skills chosen simultaneously.

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

Sheriff's Grit

Beginning at 15th level, you've developed a thick skin and strong spirit, making you particularly hard to put down. Whenever a creature hits you with a critical hit, you may use your reaction and use 10 of your lay on hands pool to turn that hit into a regular hit. If that creature was your Bounty, your next successful weapon attack against it is automatically a critical hit.

Once you sue this feature, you can not do so again until you finish a long rest.

Holy Authority

At 20th level, you tap into the authority invested in you, using it to empower your allies. As a bonus action, you may choose a number of creatures up to your Charisma modifier (minimum of 1), they become your deputies for 1 minute. You and your deputies gain the following benefits duration:

All deputies learn all spells you have prepared (Including your oath spells) and may cast them using either its or your spell slots 
You are immune to critical hits
You have advantage on all Charisma (Intimidation) and Charisma (persuasion) checks.
You are permanently under the effect of all your paladin auras, regardless of whether you are unconscious.

Once you use this Feature, you can't use it again until you finish a long rest.

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