Paladin
Base Class: Paladin

Paladins who take this oath turn the Battlefield into a stage. A stage that enthralls and discuses its captive audience at the same time.  

TENETS OF THE SHOWSTOPPER

 

A paladin who takes this oath has the tenets of the showstopper seared on their backs.

 

Douse the Flame of Resistance. It is not enough to merely defeat an enemy in battle. Your victory must be so spectacular that your enemies’ will to fight is shattered and replaced by an odd feeling of enlightenment. A blade can end a life. But the performance captures the soul.

Never perform the same. Every stage is different so is every audience, adapt your performance to every stage so you can reach the minds and souls of every audience.

Entertainment Above All. You shall entertain in every cruel and obscene way possible, a Victory without a grand finale is as worthless as a lost battle.

Odd Entertainer

Starting at 3rd level when you choose this subclass you gain proficiency in the Performance skill. If you already have this proficiency you gain expertise in this skill instead.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

 

Paladin Level Spells
3rd Charm Person, Zephys Strike
5th Crown of madness, Enthrall
9th Fireball, Summon lesser Demon
13th Fire Shield, Charm Monster
17th Dominate Person, Immolation

Channel Divinity

Entertainers attraction. As a bonus action, you issue a performance that compels other creatures to stay near you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Weapon of the Showmaster. As a bonus action you imbue your weapon with lingering flames for 1 minute. For the duration the weapon  emits bright light in a 20-foot radius and dim light 20 feet beyond that also it deals an additional 1d8 fire damage. If the weapon is not already magical, it becomes magical for the duration.

Cruel Entertainment

Starting at 7th level, the demise of other creatures bolsters your strength. When a creature you can see within 10 feet of you is reduced to 0 hit points, you gains temporary hit points equal to your paladin level plus your charisma modifier.

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

Supernatural Resistance

At 15th level, you gain resistance to fire and necrotic damage.

Additional you can touch a creature as a bonus action make a melee attack. The target must succeed on a Constitution saving throw against your spell save DC or be ravaged by pain. On a failed save the target becomes poisoned for 1 minute. While poisoned in this way, the creature can’t maintain concentration on a spell or any other effect that requires concentration. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this trait a number oft times equal to your charisma modifier (minimum of 1) per long rest. 

Showstopper

At 20th level, you can assume the form of a demonic Entertainer. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Demonic wings sprout from your back and grant you a flying speed of 60 feet.
  • You emanate an aura of ecstasy in a 30-foot radius. The first time any creature you choose enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become charmed of you for 1 minute or until it takes any damage. Attack rolls against the charmed creature have advantage.
  • You can use your bonus action to command a charmed creature to use its reaction to make one melee Attack against a other creature within its range.

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

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