Paladin
Base Class: Paladin

A paladin who takes the oath of the sheriff doesn't tend to be associated with any special sort of order, but is rather a keeper of the peace in a town or city. Sheriffs are often present in out of the way settlements, keeping the peace where guards are present in few numbers. As such, they have become adept at diplomacy since brawls would probably cause damage to towns and property, while also putting to use powerful weapons like firearms to deal with powerful monsters quickly.

Not all sheriffs get their powers from deities. Some get their power from the belief that others put in them as their protector, while others simply manifest powers from sheer force of will and belief in the values they hold dear. No matter where your power comes from, it can be lost if you stray too far from what you have sworn to do as a sheriff.

Tenets of the Sheriff

There is no specific oath that a sheriff takes, but there are a few guidelines that they all follow.

Uphold the Law of the Land. Laws are important and they keep the world from descending into chaos. They should be abided by so long as they are just and in the best interests of the people.

Protect the Innocent. The people of the world need to be protected from monsters and others who would harm them. Keep them safe at all costs.

Keep Damage to a Minimum. If a fight in town is what has to happen, try to keep damage to a minimum. Destroying other people's property isn't a good thing and it only causes more problems once the battle is won.

(Updated this because the tooltip for Shield of Faith in the Expanded Spell List feature was incorrect)

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.

Oath of the Sheriff Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Deputize You can use your Channel Divinity to make an ally your deputy for a short while. As an action, you can designate a creature within 30 feet of you to be your deputy for the next hour. While it is deputized, you and your deputy have advantage on attack rolls as long as you are both wtihin 30 feet of each other.

Lawful Charisma. You can use your Channel Divinity to exude a a presence of stability. As an action, can grant yourself advantage on Charisma checks. This benefit lasts for one minute.

Bonus Proficiencies

When you take this oath at 3rd level, you gain proficiency with Firearms. You also gain proficiency with either the Intimidation or Persuasion skills, your choice.

Intimidation

You gain proficiency with the Intimidation skill.

Persuasion

You gain proficiency with the Persuasion skill.

Righteous Victory

Starting at 7th level, you have become able to negotiate your way out of dangerous situations. While in combat, you can have advantage on Charisma checks made to attempt to get your enemy to surrender. If you succeed in causing your enemy to surrender, you achieve a righteous victory and you and a number of creatures of your choice up to your charisma modifier within 30 feet of you gain a number of temporary hit points equal to your Paladin level.

These temporary hit points last until you finish a long rest.

Witness Protection

Starting at 15th level, your power lets you defend a creature from things that would hurt them. As a bonus action on your turn, you can choose a creature within 15 feet of you to protect. That creature gains resistance to all damage and cannot be afflicted with any conditions until the end of your next turn as long as it remains within 15 feet of you. Also, if the target of this ability takes damage, you take an amount of damage equal to the amount that they took.

You can use this feature a number of times per long rest equal to your Charisma modifier.

Adrenaline Rush

At 20th level, you gain the ability to bring out power from deep within yourself. As an action, you can enter a state of fervor and hightened combat prowess, gaining the following benefits for 1 minute.

  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
  • On your turn, you can take an additional bonus action in addition to your normal bonus action. This bonus action can be used to take the Dash or Disengage actions, in addition to any other uses you might have for it.
  • You gain an additional +5 bonus to Charisma checks made to defuse combat.

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

Previous Versions

Name Date Modified Views Adds Version Actions
4/12/2020 7:57:11 PM
4
1
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes