Paladin
Base Class: Paladin

The Oath of Smiles is upheld by performers who dedicate themselves to their allies and their calling, be it under a tent, on stage, or wherever their feet carry them. Wherever they go, these paladins carry laughter in their hearts and strive to inspire happiness across the land.

TENETS OF SMILES

The tenets of Oath of Smiles are a code carried by dedicated performers, acting as a guideline for life and for the stage.

Inspire Happiness. Your actions should strive to bring about joy to those who witness and hear of them.

Create Laughter. No situation is too strict to wear a smile, and you are never above making a fool of yourself for the sake of others.

Strength Of The Tent. You are only as strong as your allies, and should strive to support and aid those who lend you a hand.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Smiles Spells table. See the Sacred Oath class feature for how oath spells work. Due to licensing limitations within DNDBeyond's homebrew software, you will have to add these spells manually onto your character sheet.

Oath of Smiles Spells

Paladin Level

Spells
3rd hideous laughter, expeditious retreat
5th calm emotions, misty step
9th haste, hypnotic pattern
13th freedom of movement, charm monster
17th far step, mislead

Channel Divinity

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Jester's Instincts. As a bonus action, you can grant the skills of trained performers upon yourself and your allies. For the next 10 minutes, you have advantage on Charisma (Performance) and Dexterity (Acrobatics) checks. You can also grant the effect on creatures within 30 feet, up to a number equal to your proficiency modifier. Additionally, at the end of a fall, creatures take half damage and do not fall prone if they aren’t incapacitated.

Star of the Show. You can use your Channel Divinity to command the attention of your enemies. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw, unless the creature is immune to being charmed. On a failed save, creatures have disadvantage on attack rolls against creatures that aren’t you for 1 minute, and break out of the effect early if it is attacked by a creature other than you.

Aura of Acrobats

Starting at 7th level, when enemies target you or friendly creatures within 10 feet of you with an opportunity attack while you are conscious, they have disadvantage on the attack roll.

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

Flashy Performance

Starting at 15th level, whenever a creature within 30 feet of you targets an ally with an attack, you can use your reaction to attempt to distract them. You can make a Charisma (Performance) check against the creature, contested by the target’s Wisdom (Insight) check. If you succeed, the creature’s attack misses. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds, and the creature must be able to either see or hear you. 

You can use this ability a number of times equal to your Charisma modifier, and regain usages once you finish a long rest.

Master of Ceremonies

At 20th level, you can use an action to channel the energy and ferocity of legendary performers. For 1 minute, you gain the following benefits:

  • You have immunity to psychic damage.
  • If you have any levels of exhaustion while activating this form, the effect is suspended for the duration.
  • Creatures have disadvantage on Wisdom saves against your paladin spells and Channel Divinity.
  • You have advantage on the first melee attack you make each round.

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

Previous Versions

Name Date Modified Views Adds Version Actions
3/15/2021 7:10:25 PM
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3/15/2021 7:20:15 PM
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