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 or body
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.
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 1d6 poison damage and creatures hit with the weapon must make a constitution saving throw or be poisoned for on a failed save. at the end of each of the poisoned creatures turns they can repeat the saving throw ending the effect on a success.
guided by the drunken sun
when making a slight of hand 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.
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.
At 18th level, the range of this aura increases to 30 feet.
adventure over imprisonment
the drunken sun will always help his followers that are stuck in prison when they could be out adventuring.
beginning at 7th level you can teleport up to 30 feet once per turn as an action and up to 50 feet if the teleport is being used to escape imprisonment or restraints up to 2 times per long rest
a complete drunken fool
At 20th level, as an action, you can become an angel of the drunken sun himself
you can teleport as a bonus action up to 30 feet on each of your turns
your weapons and spells each deal an extra 2d10 poison damage
only once per use of this ability if you miss an attack you can chose to hit instead.
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 or body
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.
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 1d6 poison damage and creatures hit with the weapon must make a constitution saving throw or be poisoned for on a failed save. at the end of each of the poisoned creatures turns they can repeat the saving throw ending the effect on a success.
guided by the drunken sun
when making a slight of hand 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
3rd
sleep, protection from evil and good
5th
locate object, knock
9th
hypnotic pattern, spirit guardians
13th
locate creature, guardian of faith
17th
commune, modify memory
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.
At 18th level, the range of this aura increases to 30 feet.
adventure over imprisonment
the drunken sun will always help his followers that are stuck in prison when they could be out adventuring.
beginning at 7th level you can teleport up to 30 feet once per turn as an action and up to 50 feet if the teleport is being used to escape imprisonment or restraints up to 2 times per long rest
a complete drunken fool
At 20th level, as an action, you can become an angel of the drunken sun himself
you can teleport as a bonus action up to 30 feet on each of your turns
your weapons and spells each deal an extra 2d10 poison damage
only once per use of this ability if you miss an attack you can chose to hit instead.
any feed back would be helpful