Base Class: Paladin
The Oath of the Melodic calls to Paladins who excel in battle through an intimate understanding of the fabric of music. They are naturally gifted entertainers and singers, some even are fantastic musicians. On the battlefield they're able to swiftly dodge between enemies, almost in a dance like fashion, despite wearing the heaviest of armours and strike gracefully, despite wielding larger weapons. Those who swear the Oath of the Melodic gain their powers either from patrons or deities of the arts, or from the fabric of the world itself. They hold other musicians and bards in high regard and usually of a good alignment.
Oath of the Melodic Paladins follow these tenets:
- Music: One can learn many things if they listen to the songs of others and those of the world. Create your own and share your stories. Spread the stories of others.
- Merryment: The happiness of one can bring about the joy of others. When there is joy, there is progress. When there is progress, there is happiness.
- Dance: Never stop moving about. Keep on the road and keep spreading the joy of life as you go.
Oath of the Melodic Paladins gain the following features at the following Paladin levels:
|
Cleric Level |
Feature |
|
3rd |
Oath Spells, Channel Divinity |
|
7th |
Aura of Musical Majesty (10 ft.) |
|
15th |
Dance of the Singing Blade |
|
18th |
Aura of Musical Majesty (30 ft.) |
|
20th |
Aria of Restoration |
Oath of the Melodic Spells
|
Cleric Level |
Spell |
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
*Disguise Self can be substituted for Dissonant Whispers if your DM allows this spell in the campaign setting.
**Mislead can be substituted for Synaptic Static if your DM allows this spell in the campaign setting.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Inspiring Performance
Inspiring Performance: You can use your Channel Divinity to unleash the voice of your faith. As an action on your turn you can entreat your patron to unleash a song of inspiration to help guide and empower your allies. For one minute, any friendly creatures that you choose within 30ft of you, gains a bonus to their attack rolls and their saving throw DCs equal to your CHA mod. Only a creature who can hear can benefit from this ability.
Tune of Intervention
Tune of Intervention: You can use your Channel Divinity to bolster your allies and distract your opponent. When you or any number of creatures within 30ft of you are subject to a saving throw, you can use your reaction to roll 1d12+CHA and reduce the DC of the saving throw by that amount. This can be done after the rolls are made, but before any effects take place.
Aura of Musical Majesty
Starting at 7th level, a symphony of sounds telepathically plays in the heard of nearby creatures, aiding your friends and thwarting your foes. Any creature immune to a physic connection cannot benefit from this feature. This aura extends 10 feet from you in every direction and can permeate total cover, but must be visible to you (i.e., through a window) for the effects to apply.
Friendly Creatures: When a friendly creature is in your aura you can use your reaction to end one spell or spell effect they are under. You roll a CHA check (DC=10+spell level) and on a success, the music liberates their soul and mind. On a failure, they suffer 2d10 points of physic damage as the music lashes out at them. You do not have to see them but they have to be able to hear you.
Enemy Creatures: When a foe is within your aura and is subject to a saving throw of any type, you can use your reaction to cause a cacophony of discordant music to swell, imposing disadvantage on their roll. Any creature immune to the frightened condition, is immune to this effect.
If they succeed on their saving throw, you take 1d10 psychic damage as the music is rebuffed back at you.
This aura increases to 30ft at 18th level.
Dance of the Singing Blade
By 15th level, you have learned to incorporate music into your movement on the battlefield. You can now take the Disengage action as a bonus action on your turn.
Additionally, once per short rest, you can allow your music to steal the vitality of others for your own use. When you hit with a successful melee attack, you can use your reaction to heal for half of the total damage dealt. All effects of critical hits and or Divine Smite or any other features apply accordingly.
Aria of Restoration
At 20th level you soul rings with a never ending Aria sung by your patron. As an action on your turn you can unleash your internal Aria for all to hear. For 10 minutes you gain the following benefits while you remain conscious:
- All of your aura’s now extend out to 120ft
- You now have 2 reactions per turn
- You heal an amount of hitpoints equal to 1+CHA mod at the start of your turn
- You are under the effects of the lesser restoration spell for the duration. As a bonus action on your turn, you can end one condition on yourselves that lesser restoration can cure.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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9/20/2021 10:13:15 PM
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9/20/2021 10:16:22 PM
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9/20/2021 10:21:17 PM
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1.12
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