Base Class: Paladin
The Oath of the Ballroom is unlike many oaths a paladin may swear themselves to. While many teach a life of law, order, or control even, the Oath of the Ballroom holds paladins to a more carefree lifestyle. These paladins believe that through their actions, they can make the world a more beautiful place.
Most paladins who follow the Oath of the Ballroom are often seen among members of high society, enjoying lavish feasts and attending beautiful galas. Others may travel as wandering entertainers, offering a performance as payment for food and a night’s rest for them and their companions.
Often called purple knights or dancing blades, these paladins distinguish themselves on the battlefield with their swift swordplay, graceful maneuvers, and fancy footwork. They will fight until they are the last one standing, be it on the dance floor or the battlefield.
Tenants of the Ballroom
A paladin whom swears themselves to the Oath of the Ballroom strives to stand out and be a dazzling figure for all to see.
Live Fast. When you have the chance, take it. Laugh, sing, dance, don’t allow the night to end.
Make Your Presence Known. People should know you and your face. For good or ill, you will not be forgotten.
Be Dazzling. Stand out and be one of a kind. Make your own kind of music; sing your own special song.
Be Inspiring. Your performance is not just for yourself; it is for the world to see. You will bring smiles and tears to the faces of others.
Level 3: Bonus Proficiencies
You gain proficiency in the Acrobatics and Performance skills. If you already have proficiency in these skills, you gain expertise.
Oath of the Ballroom Spells
You gain oath spells at the paladin levels listed.
(Due to capitalism, you'll need to add Steel Wind Strike separately)
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Oath of the Ballroom Spells |
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Paladin Level |
Spells |
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3rd |
Longstrider, Disguise Self |
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5th |
Blur, Mirror Image |
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9th |
Create Food and Water, Haste |
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13th |
Charm Monster, Freedom of Movement |
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17th |
Seeming, Steel Wind Strike |
Level 3: Unparalleled Performance
As a Bonus Action, you can expend one use of your Channel Divinity to enhance your performances and agility. For the next 10 minutes, you have advantage on Dexterity (Acrobatics) and Charisma (Performance) checks and you are unaffected by difficult terrain.
Level 3: Center of Attention
As a Bonus Action, you can expend one use of your Channel Divinity to ensnare the attention of a number of creatures up to 1 + your Charisma modifier of your choice within 30 feet of you. Each of those creatures must make a Wisdom saving throw. On a failed save, they are focused on you for 1 minute or until you are incapacitated. A focused creature must use as much of its movement to move as close to you as possible. If a focused creature would make an attack, cast a harmful spell, or use a harmful ability that targets a creature, they must target you. If the creature would subject a number of creatures within an area to an effect, you must be in the area of effect. The creature may repeat this saving throw at the end of each of their turns, ending the effect early on a success.
Level 7: Aura of Rhapsody
You emit an aura of faint music while you aren’t incapacitated. Whenever you or any creatures of your choice within the range of your Aura of Protection make a Dexterity (Acrobatics) check or a Charisma (Performance) check, you all gain a bonus equal to your Charisma modifier.
Additionally, opportunity attacks made against you or creatures of your choice within the range of your Aura of Protection are made at disadvantage.
Level 15: Shifting Smite
Whenever you cast Divine Smite, you may move up to half your speed without provoking opportunity attacks. Additionally, you may choose a number of creatures within 30 feet of you up to your Charisma modifier. Each of those creatures may use their reaction to move up to half their speed without provoking opportunity attacks.
Level 20: Life of the Party
You emulate the abilities of a dancer of legend, deftly moving in and out of danger. As a bonus action, you gain the following benefits for 1 minute:
- The first attack roll made against you each turn is made at disadvantage.
- When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- When you activate this ability, and at the start of each of your turns, you can give Heroic Inspiration to you or an ally within your Aura of Protection. If this Heroic Inspiration is not used before the start of your next turn, it is lost.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Previous Versions
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11/2/2025 6:44:33 PM
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