Oath of Fortune (Subclass)

==Oath of Fortune Overview==
The Oath of Fortune Paladins are sworn protectors of wealth, treasures, and financial institutions in the realm of Luctus. These noble warriors wear armor made of gold and wield their sacred powers to safeguard riches, ensuring that they are used wisely and for the greater good. They can transform objects into gold, resist damage, and exude an aura of prosperity that benefits their allies.
Tenants of Fortune
The Oath of Fortune represents a sacred duty to safeguard wealth, treasures, and the financial stability of the realm. Paladins who swear this oath follow a strict code of conduct, embracing their connection to gold and protection. The tenets of this oath include:
The Golden Vow. Paladins of this oath pledge to wear armor made of gold or adorned with gold symbols to remind them of their commitment to protect wealth.
Guardian of the Coffers. Protect wealth, be it in the form of coins, gems, or precious artifacts, from thieves, raiders, and those who would misuse it.
Vigilance and Valor. Stay ever watchful over treasure and financial institutions, employing both wisdom and strength to ensure their safety.
Charity from Abundance. Share the wealth when it is safe to do so, and ensure it benefits the greater good.
==3rd Level: Oath of Fortune Spells==
Paladin Level	Spells
3rd 	Detect Magic, Identify
5th 	Locate Object, Knock
9th 	Counterspell, Leomund's Secret CHest
13th 	Fabricate, Legend Lore
17th 	Teleportation Circle, Arcane Eye
==3rd Level: Channel Divinity==
Starting at 3rd level, you gain the following two Channel Divinity options.
Midas Touch
As an Action, you can touch an object, turning it into pure gold for 1 Minute. The object must be Non-Magical and of Medium-Size or Smaller. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before needing a long rest to regain expended uses. Additionally, you gain a +1 Bonus to Attack Rolls, Damage Rolls, and your AC when wielding a Weapon made of Gold. This Bonus increases to +2 at 7th Level and +3 at 14th Level.
Fortune's Shield
You can use your Channel Divinity to invoke Fortune's Shield. As a Reaction while Fortune's Shield is active and when an ally within 30ft of you takes damage, you can redirect that damage to yourself. You take the damage instead of your ally. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before needing a long rest to regain expended uses.
==7th Level: Guardian of the Coffers==
Starting at 7th level, you gain Resistance to Bludgeoning, Piercing, and Slashing damage from Non-Magical Weapons. This Resistance extends to any allied creatures while you are within 10ft of a Hoard of Treasure or a Financial Institution, such as a Bank or Treasury. Additionally, you have Advantage on Saving Throws against being Charmed.
==15th Level: Aura of Prosperity==
Starting at 15th level, you emanate an Aura of Prosperity that extends in a 10ft Radius around you. You and friendly creatures within this Aura have Advantage on all Charisma (Persuasion) Checks made to negotiate financial matters, trade, or barter. Your Aura exudes an irresistible magnetism for wealth and fortune. When you activate this Aura, all non-friendly creatures within 30ft of you must make a Wisdom Saving Throw or become Charmed by your presence for 1 Minute. Charmed creatures regard you as a benevolent figure and are inclined to offer you assistance and share information regarding treasure or financial opportunities. They can repeat the Saving Throw at the end of their turn to break free from the charm. Once you use this feature, you can't use it again until you finish a long rest.
==20th Level: Fortune's Glory==
Starting at 20th level, you can invoke the full power of your oath. As an Action, you can activate Fortune's Glory for 1 Minute. During this time, you become Immune to all damage, and you can use your Midas Touch feature at will without expending uses. Additionally, once during this effect, you may touch a creature and turn it into gold if it fails on a Charisma Saving Throw equal to your Spell Save DC. No effect short of a Heal or Wish Spell may give them back their original form. Once you use this feature, you must finish a long rest before using it again.
Category:Homebrew Subclasses