Paladin
Base Class: Paladin

tenets of the drunken sun. the tenets of this order are to live the pirates life to fullest extent and seek glory

your pockets are never full. go find all the gold you can 

seek glory. make your self noticed by being the strongest of mind  

 this the  oath of the drunken sun were all paladins who swear an oath to it are basically the opposite of what a paladin would be(their all basically captain jack sparrow)  the story of the order is that there was once a pirate who was thought to be a drunken fool but was so clever and lucky that he became a god. now all paladins that swear this oath act like drunken fools  when secretly masters at fighting  and those who do will be guided by the drunken sun to glory and riches .

i based this subclass of captain jack sparrow from the pirates of the Caribbean but with the cleverness and luck he gets coming from divine forces instead of himself 

 

 

Channel Divinity

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

drunken blade 

you pour some of your holy rum on a melee weapon you are holding.

your weapon attacks with that weapon now deal an extra 1d4 poison damage and creatures hit with the weapon  must make a constitution saving throw or be poisoned for  on a failed save. the poisoned effect last until your next turn 

drunken guidance 

when making a slight of hand check , persuasion check,or deception check, you can add a plus 10 bonus to the check 

 

nose of the drunken sun

starting at 3rd level  when you use your divine sense you can also sense any alcohol, gems, and gold within 70 feet of you.  you can pinpoint the location of the objects but you don't know if its rum, gold ,or gems that you sense 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of drunken sun spells

Aura of the drunken sun

Starting at 7th level, hostile creatures that start their within 10 feet of you must make a constitution saving throw  againts you spell save dc  or become poisoned, while poisoned in this way  the affected creature must move in a random direction at the start of their turn.  roll a d4 for directions  1 for north 2 for south 3 for east and 4 for west.

the poisoned creature can repeat the saving throw  at the end of their turns to end the effect on a success and creatures immune to poison damage or condition are immune to this effect.

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

intoxicating rebuke

 

beginning at 15 level as a reaction to being targeted by an attack you can cause the attacker to make a constitution saving throw or become poisoned for one minute. while poisoned the attacker must spend its action vomiting for one full round after which the vomiting stops. creatures immune to poison are immune to this effect          

alcoholic angel

 

At 20th level, as an action, you can become an angel of the drunken sun himself for one minute 

 you are immune to poison damage

your weapons and spells each deal an extra 10 poison damage 

 when you take damage you can immediately teleport 30 feet without taking a reaction and the spot you last occupied is now affeected by the grease spell. the grease disappears after you use the teleport again 

 

 

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