Base Class: Paladin
Tenets
The unpredictable nature of these paladins can make their principles vary, but all strive to fulfil these promises:
Keep Things Interesting. When given the choice between the wild and mundane, it is in reality only one choice: the wild.
Plan to Fail. Nobody has the capacity to predict the future and all plans must fail to some degree. You remain flexible in life and combat, never really making a solid commitment.
Spread Joy. Be it the people of the town you serve or the morale of your fellow warriors, you seek to make sure there are smiles on the faces of those around you even in the bleakest moments.
Trickster at Heart. While you do take on the role of a champion, your personality is first and foremost that of a practical joker. You make light of heavy situations, find creative ways to confront your enemies, and partake in in-battle banter with foes.
Channel Divinity
Profane Weapon: As an action, you can imbue one weapon that you are holding with cocky energy, using your Channel Divinity. For 1 minute, the first time you hit a target with this weapon on your turn, you inflict additional psychic damage equal to your charisma modifier (with a minimum bonus of +1). Enemies that suffer this damage must make a wisdom saving through, subtracting the amount of psychic damage from their next attack roll, saving throw, or ability check on a failed save.
Rakish Challenge: As an action, you present your holy symbol and speak a prayer of mockery, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw. Fiends and undead have disadvantage on this saving throw.
On a failed save the creature can only attack you on its next turn and has disadvantage against all attacks not aimed at you for the next minute or until you lose concentration. On a successful save the creature has disadvantage on all attacks not aimed at you until the end of your next turn.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Revelry 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 |
Distracting Aura
At 7th level you emanate a suspicious aura that makes those around you distrustful and fearful you might do something when they are not looking. Each attack a hostile creature makes within 10 feet of you must be aimed at a different creature than was last targeted by that creature.
Inspiring Compatriot
At 15th level you inspire those around you to move beyond their limits. As a reaction, when an ally that you can see within 30 feet of you is making an attack roll or saving through at disadvantage, you can cancel that disadvantage.
You can use this feature twice. You regain all expended uses when you finish a long rest.
Jeering Rascal
At 20th level, you emanate jovial emotion to such an extent that you can harness it in combat. As an action, you can embrace this lighthearted nature and become a being of pure mischief, gaining the following benefits for 1 minute:
- Your walking speed is increased by 10 feet.
- As a reaction you can give an allied creature you can see within 30 feet of you advantage on their next attack roll.
- When you use a divine smite creatures who are friendly towards you within 60 feet that can see you add your charisma modifier (with a minimum bonus of +1) to their attack rolls until the end of your next turn.
Once you use this feature, you can't use it again until you finish a long rest.
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