Life can always be better – those of the Oath of Greed champion this creed. Varying interpretations can lead a Greed Paladin to be either a freedom fighter trying to improve the general welfare or an oppressor struggling to maintain what they see as theirs, but the thought process remains the same.
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
Level 3: Channel Divinity
You gain the following three 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. While you have these temporary Hit Points, your AC increases by 1.
When you reach level 15, the AC bonus increases to 2.
Weapon of Gold. As a Bonus Action, you can use your Channel Divinity to make your weapon shine with a golden light for 1 minute. You emit 20 ft. Bright light and another 20 ft. of Dim light, on a succesful hit the target starts shining brightly with your golden light and can no longer benefit from the Invisible condition. All attacks against the target have Advantage until the next succesful hit. You can choose to add another 2d8 Radiant damage to a successful hit, but this will end the ability early.
When you reach level 15, the damage bonus applies to all weapon attacks without ending the ability.
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.
When you reach level 15, the AC bonus increases to 2.
Level 7: Aura of Investment
You are surrounded by a 10-foot aura of mutual benefit. Whenever you or a friendly creature receives a positive effect, you can choose a creature within your aura who will receive the same effect. This effect has the same duration and ends when the effect ends on the original creature.
When you reach 18th level in this class, the aura's range increases to 30 feet, and you can choose two creatures.
Level 15: All is Yours
You can easily plunder and make use of any and all magic items. You ignore all class, species, and level requirements for using 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.