Base Class: Paladin
The Oath of Narcissism calls to those Paladins who have strayed slightly from the path of righteousness selflessness, and instead have chosen a path of righteous selfishness. Driven by the soul cause of you and yours, Paladins who swear this oath stand against all who would oppose them and their desires. Such paladins believe only in themselves and those they feel they can trust implicitly.
Tennets
Though all Narcissist Paladins are similar, they all share some common principles:
Self. The preservation of the self is the most important, all others come second.
Allies. Allies can make every job so much easier, and they can be fun to be around.
Greatness. Become the best person you can. Everybody else will love you all the more for it.
Kindness. Everybody loves a kind person better than an unkind person.
Honesty. What point is lying to everyone if you can help your allies better (and by extension yourself) with the truth.
Oath Spells
You gain Oath Spells at the Paladin levels listed in the Oath of Narcissism spell table. See the Sacred Oath class feature for how oath spells work.
Oath of Narcissism Spells
3rd Charm Person, Sanctuary
5th Enthrall, Mirror Image
9th Hypnotic Pattern, Tiny Hut
13th Compulsion, Private Sanctum
17th Arcane Hand, Geas
Channel Divinity
When you gain this oath at 3rd level you gain the following two Channel DIvinity options.
Scorn. As a bonus action you can channel your charisma to scorn a creature you can see. Scorning a creature will force it to make it's next 1d4 turns apologising for having wronged you. Creatures immune to the charmed condition are also immune to this effect.
Beckon. As an action, you can your channel divinity to beckon hostile creatures toward you. Each hostile creature in a 30 feet radius must make a DC 15 wisdom save or be charmed. Creature immune to the charmed condition automatically succeed on this save. Creatures charmed in this way must use all of their movement on their next turn to move closer to you. They must then obey one command from you, if they try to resist they take 2d6 psychic damage and fall prone.
Aura of Self-Preservation
Starting at 7th level you and friendly creatures within 10 feet of you gain 2d6 temporary hit points that can be refreshed as a bonus action. These temporary hit points stack with others and are removed once the creature moves more than 10 feet away from you. You must roll the 2d6 for the friendly creatures benefiting from this effect.
At 18th level this range increases to 30 feet.
Charming Persona
at 15th level you gain irresistible charms. Any time an effect would inflict the charm condition on a creature you can see you can choose to ignore that creatures immunity to charm. You can use this feature a number of times equal to 2 + your charisma modifier. You regain all expended uses at the end of a long rest.
Perfect Self
At 20th level you learn to manifest all of your charisma as an apparition of your most perfect self. Thereby charming enemies into lowering their guard, and charming allies into bolstering theirs. Creatures immune to the charmed condition still take the full effect of this feature. As an action you conjure an image of your most perfect self, gaining the following effects for 1 minute:
- Al hostile creatures that can see you (including blindsight, tremorsense, and truesight), lose Armor Class equal to your charisma modifier.
- All friendly creatures that can see you (including blindsight, tremorsense, and truesight), gain Armor Class equal to your charisma modifier.
- If you use your Scorn Channel Divinity feature, it can affect any number of creatures you can see and deals them 2d8 psychic damage in addition to its other effects. Creatures immune to the charmed condition still take the force of the effect, but only take 1d8 psychic damage.
Once you use this feature, you can't use it again until you finish a long rest.
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