Base Class: Paladin
Those who have chosen the path of the Gentleman are bound to some of the strict, and also most confusing ideals of any paladin. Paladins sworn to the Oath of the Gentleman are often seen as reclusive or even creepy, due to their outcast persona, but I'm sure that if you just go up and talk to them that they're perfectly nice. Their strong beliefs often clash with those of others, and they see it as their job to show the truth of the Gentleman to all. These paladins tend to use their divine power rather forcefully, rather than explain too much of their ideology to others. As such, all followers of the Oath of the Gentleman are straight cisgender men.
Tenets of the Gentleman
The Tenets of the Gentleman have often been summarized by outsiders as "do everything in your power to convince others that you are, in fact, a gentleman," but followers of this Oath have far more intricate principles.
Celibacy. Followers of the Oath of the Gentleman must remain celibate, but must simultaneously complain about why no one wants to sleep with them. In addition, you must never refer to women as women without using the "biological" descriptor, instead referring to them as "females."
Intelligence. A gentleman must be sufficiently learned to be a true gentleman. Common markers of such intelligence are knowledge of Japanese history, proficiency with technology, and accepting the golden rule of "facts don't care about your feelings."
Edge. One of the most important aspects of the gentleman is their ability to be edgy. Gentlemen know that the pinnacle of building their personality is the edge provided from dark humor, surrealism, and an aggressive-yet-aloof attitude. A black fedora is also a common symbol of an Oath of the Gentleman paladin having earned their edge.
Oath Spells
You gain oath spells at the paladin levels listed.
| 3rd level | bane, hideous laughter |
| 5th level | mirror image, suggestion |
| 9th level | bestow curse, vampiric touch |
| 13th level | confusion, phantasmal killer |
| 17th level | contagion, modify memory |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Holy Ad Hominem. As an action, you present your holy symbol and utter an insult regarding your enemy's sexual prowess, causing them to realize how beta they are, using your Channel Divinity. Choose one creature within 45 feet of you. That creature makes a Charisma saving throw. On a failed save, your enemy's resolve becomes weakened and their fighting style becomes sloppy, giving it disadvantage on attacks. While affected, the creature repeats the saving throw at the end of each of its turns. On a success, the creature is no longer affected by your Channel Divinity.
Mannerly Prowess. As a bonus action, you bolster your ego with the divine words of Gentlemanly conduct, using your Channel Divinity. Whenever you deal damage with a melee weapon, you may add a damage bonus equal to your Charisma modifier. This effect lasts for 1 minute or until you take damage from a source you have dealt this damage to.
Vindicator
Beginning at 7th level, you gain pleasure in destroying those who have wronged you. Whenever you reduce a creature to 0 HP with a melee weapon, note the weapon used. You gain +1 to attack rolls made with that weapon and +1 to damage dealt with that weapon. This effect lasts until end of combat.
Last Word
By 15th level, your immense ego gives you the final say in anything, especially during combat. During your turn, if you hit a creature with an attack, that creature can't use their Reaction against you for the rest of their turn. (This includes making opportunity attacks.)
Immeasurable Congeniality
At 20th level, you can briefly become the perfect Gentleman using your action. For 1 minute, your immeasurable charisma and allure grant you the ability to enthrall your opponents within a 30-foot radius. They spend their movement moving as close to you as possible, and upon coming within 5 feet of you, fall prone at your feet in honor. This effect lasts for each creature until you or one of your allies damages that creature. Once you use this feature, you can't use it again until you finish a long rest.
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