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# Sacred Oath: Oath of the Charlatan ## Manipulators, hoarders, liars To these corrupted Paladins, serving themselves is not just an indulgence, but a dogma. They actively refute all else in favour of bringing the most benefits possible to themselves, and exploit every possible situation fully to their advantage. However, they are often functional, and perhaps even valuable members of society when their goals "coincide" with the masses, whether the masses know it or not. Inherently deceitful by nature, Paladins of the Oath of Self often learn to perfectly hide their intentions for the sake of future rewards. ### Tenets of the Charlatan * ***Take all you can*** If everyone were as self-serving as you, then there really wouldn't be a need to serve others anymore. * ***Give nothing back*** If those fools refuse to take full advantage of what they have, then it's (permanently) up to you and your capable hands to make proper use of it. * ***Scruples are for fools*** Be charming and pleasant, just like music, so you can get what you want with far less resistance. It is often far easier to gain an advantage in a position of respect and trust. * ***Morals are for the rabble*** The bottom line is your own gain, tangible or intangible. That said, swearing an Oath of Self means throwing away any other sense of morality. There is nothing intrinsically "good" except what serves you. Along those lines, never antagonise someone if you stand to gain nothing from it, even if it goes against any petty notion of "honour" or "principles". #### Oath Spells You gain oath spells at the paladin levels listed. 3 Bane, Charm Person 5 Suggestion, Phantasmal Force 9 Hypnotic Pattern, Major Image 13 Greater Invisibility, Compulsion 17 Seeming, Modify Memory #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Herd the Sheep*** As an action, you conceal your holy symbol and put on a bright smile, using your Channel Divinity. Creatures of your choice within 30 feet who can understand you must make a Wisdom Saving Throw. If it fails the saving throw, it is charmed by you for a minute or until it takes damage. A creature charmed in this way regards you as a wise, respectable figure of authority who knows hot to handle the current predicament better than it. At the end of this minute, creatures are unaware that they were charmed unless provided reasonable evidence. ***Go for the Jugular*** A paladin sworn to themselves does not just create advantageous situations, they exploit them fully. As a bonus action, you enter a state of heightened awareness of weaknesses for a minute using your Channel Divinity. Whenever you hit a target with a weapon attack, the target takes additional damage immediately after the attack of the same type as your weapon equal to your Charisma modifier (minimum of 1), adding your Charisma modifier once more if you have advantage on the attack roll and the lower of both rolls would hit. Upon a critical hit, this damage doubles as if dice were rolled. #### Aura of Deceit Starting at 7th level, you constantly emanate a beguiling aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. Creatures of your choice within this aura have disadvantage on Wisdom checks. Furthermore, as your ability to manipulate others is supernatural, targets that have advantage on saving throws against the charmed and frightened conditions no longer do so, while those which are immune to those conditions merely make their saving throws with advantage. At 18th level, the range of this aura increases to 30 feet. #### To the Last Drop Starting at 15th level, you learn to take proper advantage of healing you receive. When a 1 or 2 is rolled on a healing die you receive, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. #### Perfect Exploitation At 20th level, you become the embodiment of shrewd selfishness, taking as much advantage of everything you can with as little consequence as possible at the opportune times. As an action, you may gain the following benefits for 1 minute: * You make Charisma (Deception) , Charisma (Persuasion) , and Charisma (Intimidation) checks with advantage * When you cast a spell of the Illusion or Enchantment schools of magic, targets make their saving throws to resist them with disadvantage * When you roll for damage on a weapon attack with advantage, and the lower of the two die would also have hit, you may instead choose to use the highest number possible for each weapon damage and Improved Smite die. * When dice are normally rolled to determine healing received by you, you may instead choose to use the highest number possible for each die \pagebreak ~~~ Variant Rule: Herd the Sheep If your actions are determined to be too bizarre and dissonant in regards to your words, the Dungeon Master may allow the creatures to make an additional Saving Throw with advantage once per round.