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Oath of Greed

Life can always be better- those of the Oath of Greed champion this creed. Varying interpretations can lead a Greed Paladin to be a freedom fighter trying to improve the general welfare or an oppressor struggling to maintain that which they see as theirs but the thought process remains the same.

Features

Tenets of Greed

  • Amass Wealth. You must acquire as much gold and jewels as you possibly can. It is better in your hands than in most others.
  • Take and Keep. The more you have, the more you can do. Take what you need and give nothing back without greater gain.
  • Wealth and Unity. All the money in the world does nothing if you cannot spend it. Join with others and invest in their efforts, so that you may reap the rewards.
  • Oath Spells

    Paladin level Spells
    3rd Identify, Unseen Servant
    5th Knock, Locate Object
    9th Glyph of Warding, Vampiric Touch
    13th Fabricate, Private Sanctum
    17th Creation, Dominate Person
     

    Level 3: Channel Divinity

    You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.  

  • Golden Armour As a Bonus Action, you can use your Channel Divinity to coat yourself in shining gold for 1 minute. You gain temporary hit points equal to twice your paladin level + your Charisma modifier for the duration. Whenever a creature hits you with an attack while you have temporary hit points, until the start of your next turn, creatures have disadvantage on attacks against you.
  • Golden Spheres. As an action, you present your holy symbol and summon a number of floating golden spheres equal to your proficiency bonus for 1 minute. You can use a Bonus Action to send one of the spheres to streak toward one creature or object within 60 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 2d6 + cha mod radiant damage. The ability ends early if you attack with the last spheres.

  • Level 7: Aura of Investment

    You are surrounded by a 10-foot aura of mutual benefit. Whenever you or a friendly creature gains hit points or temporary hit points while within the aura, all other friendly creatures within the aura (including you) gain an equal amount of hit points or temporary hit points. The temporary hit points last for the same duration.   When you reach 18th level in this class, the aura's range increases to 30 feet.

    Level 15: All is Yours

    You can easily plunder and make use of any and all magic items. You ignore all class, race, and level requirements on the use of magic items.

    Level 20: Embodiment of Avarice

    You reveal your true desires to the world. As a Bonus Action, you gain the following benefits for 1 minute:

    • At the start of your turn, if you have no temporary hit points you gain 20 temporary hit points. These temporary hit points last for the duration of this feature.
    • While you have any temporary hit points, you can make an additional attack when you take the Attack action on your turn.
    • As long as you have temporary hit points you add your proficiency bonus to the damage of your attacks.
    • When you hit a creature with a melee weapon attack, you can choose to unleash a blast of golden light. The target must make a Wisdom saving throw against your paladin spell save DC. If they fail, they are blinded until the end of your next turn.
      Once you use this feature, you can’t use it again until you finish a long rest.


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