Base Class: Paladin
Both upheld and known by society for as long as man first enjoyed art and wine, those that take the Oath of Revelry are just about as likely to be seen at a festival or tavern as they are a battlefield. Often called the Laughing or Grinning Knights, Paladins who swore under this Oath are given the task of protecting not just their fellow man, but their spirits as well. The Laughing Knight seeks to spread joy and merriment wherever they go. The bleaker the task, the more likely a Reveling paladin is more than happy to take the task of bringing light to the shadowy atmosphere.
Tenants
Freedom. The most important, fundamental thing to these paladins is the Freedom of others. All freedom must be preserved, all slaves must be unbound, and every man should be free to experience joy and merriment.
Inspire. Paladins making this Oath are sworn to inspire, cheer up, and bring joy in both their comrades and those around them. The are to bring happiness and merriment wherever they go, or at the very least, throw away the dreary mood.
Indulge. One shouldn't be afraid of overindulgence. To a Paladin making this Oath, there should be no such thing. Drink, eat, party, and dance. Live life solely to enjoy it, and help others feel that same enjoyment.
Create. Happiness, good drinks, fine paintings and literature. Paladins under this Oath are encouraged to create things for the sake of lifting the spirits of others.
Oath Spells
You gain the following Oath Spells at the Paladin levels listed.
| 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 |
Channel Divinity
At 3rd Level, you may call upon your God and channel their divinity. Once per short or long rest, you gain the following options:
Happy Hour. By presenting your Holy Symbol, you cause the area around you to boom with the noise of festivity. All hostile creatures within 30 feet of you must succeed a Constitution Saving Throw or be inebriated by the effects of drunken revelry. On a failed save; all creatures affected will suffer Disadvantage on attack rolls and move only at half speed for 1 Minute.
Master of Ceremonies. By holding your Holy Symbol close to your heart, you invoke an aura that's both mesmerizing and commanding. All eyes are focused upon the Master of Ceremonies. For the next minute, you have advantage in Performance and Persuasion.
Aura of Revelry
At 7th Level, your boisterous demeanor and outspoken personality radiates itself out in the form of an aura that draws all eyes on you. Hostile attention is placed away from your comrades and instead focused upon you, the Master of Ceremonies. Every attack made by hostile creatures within 10 feet of you against allied targets other than yourself is made at disadvantage.
At 18th Level, the range of this Aura extends to 30 feet.
Merrymaking
No festival stops on your watch. As long as your watchful eyes are upon your comrades, you do your best to ensure their safety from certain danger. Three times per short or long rest, you may grant advantage to a saving throw made by you or an ally within your line of sight.
Party Animal
At 20th Level, you may become a living embodiment of debauchery. You become raucous, loud, and full of energy. For one minute, you gain the following benefits.
- As a reaction to whenever a creature makes an attack at Disadvantage, you may opt to instead have them undergo a fumble. If the creature lands their attack from the fumble, they drop their weapon. If the creature misses their attack, they instead drop prone. You may only use this reaction before you know whether the attack hits or not.
- Booming cheers and laughter echo all around you. Whenever you or an ally land an attack, these booming cheers fill the ears of anyone you strike, dealing an additional 1d4 Thunder Damage.
Previous Versions
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Coming Soon
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