Paladin
Base Class: Paladin

A loud cheer erupts from fighting ring under a bar as a young female dwarf smashes a half orc with her tankard knocking him out cold. A tipsy Green Dragonborn on a town road downs his mug of ale as a group of bandits march on a small inn, war hammer in hand prepared to bar them entry. A lone Halfing passes out drunk on a table and his carried up to his room by a smiling Goliath man with a keg on his back and the symbol of the Drunken God, These are the paladins of the drunken god, those who look after the Inns, Taverns, bars and pubs of the world as well as there patrons. 

Tenets

Share a drink with friends- Always be sure to spread merriment in your travels, sample the different drinks of the land.

Protect the inns of this land- Loads of great story's start in the tavern. Do your best to protect the local watering holes and to be part of that story.

Take care of those who can't handle there drink or are hungover- Not all can handle there brews, be mindful of those who can not watch over them self, watch over them in bar brawls, unless they started it.

The best way to the truth is the bottom of a tankard-the best way to get someone to open up to you is to offer them a tankard and your ear.

 

 

 

Channel Divinity

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

 

Joyous Laughter
As an action select a number of Creatures of you choice up to your Charisma modifier (Minim of one) in a 30ft radius that you can see, All targets must succeed on a wisdom saving throw or fall prone becoming and unable to stand up for the duration of a minute in fits of inebriated laughter, at the end of the creatures turn and each time it takes damage the target can make another wisdom saving throw.

Drunken Fortitude
As an action you can imbue vigor and fortitude to a chosen creature within 60ft that you see by restoring hit points equal to your Charisma modifier and targets Constitution modifier and give them advantage on all Constitution saving throws until they finish a long rest.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Merriment

While you are conscious, friendly creatures (including you) within {{scalevalue}} ft. gain Hit points equal to their Constitution modifier doubled while they are under half of their maximum hit points, this affect ends when they reach half their Hit points maximum or they are unconscious.

Additionally Friendly creatures in range are resistant to poison damage and have advantage on saving throws against the poisoned condition.

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

Belch of the Brewer

As an action you Burp loudly in a 30ft cone all creatures in the cone make a Constitution saving throw or be Stunned until the end of your next turn, you can use this ability a number of times equal to your charisma modifier (Minim of one)

Allies in the cone that are also in your Aura of Merriment are immune to this affect.

Brew Keeper

At 20th level, You learn the art of perfecting brews, you can drink a mystical brew transforming you in to the avatar of the Brew Keeper (The Drunken God) as an action you gain the fallowing benefits for an hour:

Your Aura of Merriment can heal friendly creatures up to full hit points, ignoring the half hit point limit.

Enemies  within 10ft of you have disadvantage on attack rolls and perception checks and spells cast witch have a Verbal component in this area must succeed a concentration check or the spell fails.

You gain resistance to Bludgeoning, Piercing and Slashing damage.  

 

 

  

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