Paladin
Base Class: Paladin

"The only god I worship is the sound of my own laughter."

Oath of the Jester paladins are different from your conventional paladin. While most paladins worship a god, deity, or some other divine entity, these paladins worship naught but their own laughter. All they care about is their own freedom, thus they tend to be more on the mischeivous side. These paladins are often considered to be "oathbreakers" in their own special way, be it that they're 'in between gods', so to speak. They worship no physical entity, craving only their own freedom- that is, the freedom to do whatever they want, whenever they want, without restriction.

These paladins may not be inherently evil, though they may come off as mischeivous, unhinged, and even maniacal depending on the circumstances. All anyone knows is they crave laughter, even incorporating it into their combat style.

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Level 3: Oath of the Jester Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Jester Spells table, you thereafter always have the listed spells prepared.

Oath of the Jester Spells
Paladin Level Spells
3 Charm Person, Tasha's Hideous Laughter
5 Hold Person, Suggestion
9 Counterspell, Tongues
13 Freedom of Movement, Compulsion
17 Geas, Dominate Person

Level 3: Mischief Managed

Once per turn, you can choose to either imbue your allies with mirthful energy, or inflic one enemy your enemies with chaotic energy.

If you choose to imbue your allies with mirthful energy, each ally within 30 feet of you can add your proficiency modifier to one damage roll or check/saving throw they choose.

If you inflict your enemy with chaotic energy, one attack or check/saving throw they make takes a penalty equal to your proficiency bonus. You choose when to inflict this penalty, it can be at any point before the start of your next turn. This can only be used on one enemy at a time.

This ability resets at the start of your next turn.

Level 7: Aura of Freedom

You and your allies are immune to psychic damage while within 30 feet of you. Additionally, you and your allies have 10 extra movement speed while within this range.

Level 15: Roar of the Self-Sovereign

Your laugh seethes with command, striking fear into those around you while bolstering your allies with the will to move forward. As a bonus action, you may choose to let out a bellowing, almost maniacal laughter. Each creature within 30ft of you is effected by this laugh, having different effects depending on if it is a friend or foe.

Sanctify: If the creature or creatures are considered an ally, they regain Hit Points equal to three times your paladin level.

Seethe: If the creature or creatures are considered an enemy, the creatures must make a Wisdom Saving Throw equal to your Spell Save DC. On a fail, any attack made against you or your allies is made at disadvantage until the start of your next turn.

You can use this ability a number of times equal to your Charisma Modifier (minimum of once), and all uses reset after a long rest.

Level 20: The Last Laugh

Your smites are fueled with writhing energy, both fueling you with power, and causing your enemies to suffer.
Each time you use a Smite (divine smite, branding smite, etc), they deal an extra 3d12 Radiant damage. When this happens, you regain Hit Points equal to three times your paladin level.
Additionally, your enemies suffer one of the following effects:

Shackled: A creature hit with this effect takes an additional 1d4 Cold damage is inflicted with the "Restrained" condition until the start of your next turn.

Shamed: A creature hit with this effect takes an additional 1d4 Psychic damage has disadvantage on all attacks until the start of your next turn.

Shunted: A creature hit with this effect takes an additional 1d4 Force damage, and is knocked back 15 feet.

Shattered: A creature hit with this effect takes an additional 1d4 Lightning damage, and is knocked prone.

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