Base Class: Paladin
Those who take the Oath of the Joker are those who believe in joy, mischief, and the act of exposing arrogance and hypocrisy. Sometimes known as Mischief Warriors or Knights of Trickery. These tend to do incredible pranks and always stay true to themselves, bringing joy and laughter. Paladins who take this oath tend to be Chaotic Good in alignment.
Many who swear this oath tend to not wear armor over their faces so people can see them smile. They usually don't follow codes of morality and justice, most times they just want to show the way tricks and pranks can bring light to the hearts of the good, taking down what is evil, arrogant, and repulsive.
TENETS OF THE JOKER
Though the exact words and strictures of the Oath of the Joker vary, paladins of this oath share these tenets.
Joy. You shall make sure that those who deserve it, will have joy in their lives.
Laughter. Laughter is the soul of life's enjoyment, remember that even in darker times a laugh can bring light.
Charm. You shall never be repulsive and make sure people enjoy your presence.
Smile. A smile in the worst of moments may change the course of a battle.
Prank. Don't be afraid of pranking the good to give them a good time, and prank the bad to show them they need to be careful.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Army of One. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
The illusion also has all the Paladin Auras you have. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Hand of the Trickster. You can use Channel Divinity to cast for 5 minutes the Hand of the Trickster. It works similarly to mage hand but with extra actions:
- Pure Hands: You can use the hand to use the Lay on Hands, Cleansing Touch, and Touch of Recall features if you have access to them.
- Divine Strength: Your Strength Modifier multiplied by 5 is added to the limit of weight the hand can carry (minimum of +1).
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Joker Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Trickery
Starting at 7th level, you and friendly creatures within 10 feet of you will have an advantage in all Charisma Ability Checks and all non-friendly creatures will have a disadvantage in all Wisdom saving throws.
At 18th level, the range of this aura increases to 30 feet.
Armor of the Sly King
At 15th level, your Armor is blessed by Divine powers of the Sly King. Wearing any type of Armor gives you Advantage on Stealth Checks, gives you a bonus of 5ft on Speed and gives you proficiency in Dexterity Saving Throws
This feature allows you to Ignore disadvantage on Stealth Checks while wearing Heavy Armor, meaning even when wearing heavy armor you still gain the Advantage given by this feature
Touch of Recall
At 20th level, as an action, you can touch a creature and make them recall its Best or Worst memory.
If you recall its Best memory the creature will have its Proficiency Bonus doubled for 1 minute and receive a bonus of your Charisma Modifier (minimum of +1) in all Ability Checks for 5 minutes
if you recall its Worst memory the creature must succeed on a Wisdom saving throw DC 20 or be paralyzed for 1 minute and will have disadvantage in all Saving Throws for 5 minutes
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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