TENETS OF FOOLISHNESS
Caleimos' cult is so chaotic, intricate and contradictory that trying to identify its precepts or universal dogmas is as insane as the followers of Caleimos themselves. The conduct of whom fights in the name of the Fifth Chaos Deity can be summed up in a single belief, pillar of their confused existences:
• Ignorance is good. Excessive awareness makes people prisoners of themselves and of their own unhappiness. They must be released. At any cost.
OATH SPELLS
| Paladin Level |
Spells |
|
3°
|
Dissonant Whispers, Hideous Laughter |
|
5°
|
See Invisibility, Suggestion |
|
9°
|
Hypnotic Pattern, Slow |
|
13°
|
Confusion, Polymorph |
|
17°
|
Dominate Person, Scrying |
Channel Divinity
At 3rd level, the paladin gains the following two channel divinity options. See the use of privilege Channel Divinity into the Paladin class to understand how the privilege works Channel Divinity.
Stupid Is As Stupid Does. With an action, the Paladin can emanate a magical interference that dulls the mind and senses of any hostile creature that he can see within 30 feet. For 1 minute any enemy spellcaster within range is unable to cast or hold on to any spell that requires concentration. Spells that don not require concentration can be casted, but there is a 25% chance that they will fail, while still consuming the relative slot.
Smylex. With an action, the Paladin unleashes a magical miasma that forces a number of creatures equal to his proficiency bonus plus half his paladin level within 30 feet to make an Intelligence saving throw. If it fails, the targets burst into a whooping laughter: for the next minute they have disadvantage on every attack rolls and their movement speed is halved. Targets can re-roll the saving throw at the beginning of each of their new turns, ending the curse if successful.
Aura of Mental Infirmity
Starting at 7th level, the Paladin emanates an aura of dementia that wears down the mental faculties of his enemies. The aura extends 10 feet from its owner in each direction and inflicts a penalty equal to the Paladin's Charisma modifier (minimum -1) on Intelligence, Wisdom, and Charisma saving throws made by creatures hostile to him. The Paladin also gains resistance to psychic damage.
At 18th level, this aura's range increases to 30 feet.
Eyes of Chaos
Starting at 15th level, this unusual power allows the Paladin to momentarily gain acces to a dimension in which past, present and future merge indissolubly. Using his own action, for one minute the Paladin gains the ability to see through illusions and perceive the true aspect of a shapeshifter or magically disguised creatures.
At the DM's discretion, when this perk is activated there is a chance that Caleimos decides to send their Champion a prophetic vision, showing him uselful ways for achieving a specific purpose or completing a given quest. However, Caleimos is an incorrigible prankster and loves to make fun of anyone, including his own followers. There is a 40% chance that the vision is completely misleading and useless. The DM makes the roll to determine this possibility in secret.
Can't Fool a Fool
At 20th level, the paladin harnesses all the stupidity and ignorance cultivated by the followers of Caleimos within him. With one action, he can transform into an Avatar of Stupidity, obtaining the following benefits for 1 minute:
• He increases by one size (eg from Medium to Large) and all his successful attacks inflict 1d10 additional psychic damage.
• He exudes an aura of madness that extends 15 feet around him. Whenever an opponent begins its turn inside the aura, it suffers 4d10 psychic damage.
• If a creature within 15 feet of the Paladin damages him, it must succeed an Intelligence saving throw. On a failure, the creature is completely overwhelmed by the aura of dementia and remains paralyzed until the end of the Paladin's next turn. A creature automatically passes on the saving throw if it is immune to the charmed condition.
Once the Paladin uses this feature, he cannot use it again until he completes a Long Rest.
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