Paladin
Base Class: Paladin

“To truly laugh, you must be able to take your pain and play with it!”
- Charlie Chaplin

There are many ways to express emotions in the multiverse. Some are more healthy than others. Those who follow the Oath of the Clown take an extreme path to express themselves, which can be remarkably good or nightmarish and horrific.Whether it be to spread an internal light or to bring others into a shadow of pain, Oath of the Clown paladins seek to ensure that people find and feel the most extreme emotions possible. Using color, shapes, and sound, they augment their appearance to embody whatever concepts of their oath they resonate with.

 

TENETS OF THE CLOWN

Though the exact words and strictures of the Oath of the Clown vary, paladins of this oath share these tenets.

Expression. Nothing should be held within. Whatever dwells in your heart should be free for all to see.

Emotion. There are no bad emotions. Only unpleasant ones. But the unpleasant ones must be felt for the pleasant ones to have any meaning, and vice versa.

Smile. Your enemies will hate it. Your friends will love it.

Individuality. There is, and should be, only one of you. Even twins diverge and become different people. Be proud of who you are, and let none take that away

Timing. One must always wait for their moment. Never be early, never be tardy

 

Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity option.

Affecting Visage. As an action, you can contort your face to become the manifestation of an emotion you wish to convey. One creature within 10 feet of you that is not blinded must make a Wisdom saving throw. On a failure, the target is restrained until the end of your next turn, as well as your choice of charmed or frightened.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Paladin Level Spells

3rd

charm person, hideous laughter

5th

enthrall, phantasmal force

9th

fear, major image

13th

charm monster, freedom of movement

17th

creation, mislead

Bonus Proficiencies

When you take this oath at 3rd level, you become proficient in the tools of your trade

Proficiencies. You gain proficiency with the Disguise Kit and Performance, assuming you don’t already have them. You also become proficient with improvised weapons.

Aura of Distraction

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Never-Ending Show

Beginning at 15th level, targets that you have charmed do not automatically break free from the spell effect when they take damage from you. When you damage a creature that you have charmed, it must re-roll the saving throw, without the advantage it would normally receive from you and your companions being hostile

Jester of the Gods

At 20th level, as an action, you can focus your talents to put on a show that even the gods would pay to see. For the next minute, you gain the following benefits:

  • Your movement speed increases by 10 feet.
  • When you cast a spell that targets one creature, you may target a second creature as well. The second creature must be within 10 feet of the original target
  • Any creature that ends it's turn within 10 feet of you is charmed and frightened by you until the end of it's next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

 

Previous Versions

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10/1/2019 4:12:31 AM
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