Oath of Avarice (Homebrew)
Hit Points
Hit Dice: d4 per Oath of Avarice (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Wealth is the availability of goods and services, and thus is a representation of both power and opportunity. A wealthy benefactor can save a civilization, while a wealthy tyrant can turn the world on its head. You’ve sworn to let nothing stand between you and the accumulation of wealth, as any whim that takes you can be accomplished with the prudent use of overwhelming financial might. You may have attracted the attention of the Currency Conspiracy, for if your greed blinds you to the truth of their work, then they will gladly take you into their ranks.
Tenets of Avarice
The tenets of the Oath of Avarice are often sworn only to oneself, born of greed, desire, and greater goals.
Take and Keep: The more you have, the more you can do. Take what you need and give nothing back without greater gain.
Spend and Deliver: Everything has a price. Seek wealth so that you can pay it in coin, rather than your own blood.
Blood and Soul: There are currencies intangible that must be obtained or protected, for wealth is worthless otherwise.
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
You gain oath spells at the paladin levels listed.
Level |
Spells |
3rd |
alarm, charm person |
5th |
knock, sinister threat* |
9th |
blackened heart*, detect interference* |
13th |
invitation*, unspoken agreement* |
17th |
nemesis*, overwhelming emotion* |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Golden Suit. As an action, you can use your Channel Divinity to coat yourself in shining gold for 1 hour. You gain temporary hit points equal to twice your paladin level for the duration. Whenever a creature hits you with a melee attack while you have these hit points, gold sprays off your armor, causing the creature to suffer disadvantage on their next attack before the start of their next turn.
Hired Help. As an action, you can use your Channel Divinity to summon a simple magical construct for one hour. This construct has the statistics of a commoner, though it is a construct instead of its normal type. It cannot attack, cast spells, or activate magic items. If it dies or the duration expires, it fades into mist.
Aura of Investment
Starting at 7th level, you are surrounded by a 10-foot aura of mutual benefit. Whenever you or a friendly creature gain temporary hit points while within the aura, all other friendly creatures within the aura (including you) gain an equal amount of temporary hit points that last for the same duration. This effect cannot cause a creature to gain more than twice your Charisma modifier in temporary hit points at once. At 18th level, the range of this aura increases to 30 feet.
Rate of Exchange
Starting at 15th level, once per turn when you hit a creature with an unarmed strike, you can attempt to steal an object or weapon from the target. The target must succeed on a Strength saving throw against your paladin spell save DC or lose the chosen item. If you lack a free hand to steal the item, the attempt automatically fails.
Hidden Agenda
At 20th level, you reveal your true desires to the world and call upon the debts that you are owed. You are empowered as the life force of dozens of debtors is drawn into you. For 1 minute, you gain the following benefits.
• You gain 20 temporary hit points at the start of each of your turns that last for the duration of this feature.
• Whenever you steal a weapon using your Rate of Exchange feature, you can immediately make a weapon attack using it. This does not require an action.
• 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 do so again until you finish a long rest.