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
there is never enough rum. "but why is the rum gone"- captain jack sparrow
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 the end of your next turn
drunken guidance
when making a slight of hand check , performance, 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 60 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 against 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 and the poison condition
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 affected by the grease spell. the grease disappears after you use the teleport again
I like it a lot as a class but it doesn't quite make sense as a paladin to me. Seems more like a rogue and I don't quite know how to fix that. There is a Jewish holiday called Purim where, in some very devout circles, it is viewed as a solemn religious duty to get blasted drunk and this reminds me a bit of that. Just not sure how to tie this to a pally.
Sounds more like one of those churches where they handle snakes to me. I just don't see how the abelites make them a pirate. First I see this is more like a barbarian subclass where your trading exhaustion (in this case being drunk) in order to gain abilities during combat. Almost like a legend of the drunk'in master type thing but not a martial artist but I could also see it as a monk subclass. I see the abilities as more being, traditionally I think, maneuverability and focusing on them being sure footed on moving terrain. I could also see them being more of a extreme close quarters combat abilities like disarming and grappling. I just really don't get why it would be poison at all. If I wanted to do all the poison I would make him one of those snake handlers but then their not a pirate. Also war hammer 40K has a chapter of chaos marine's completely devoted to this. The idea what their patriarch was raised on the world who's atmosphere was basically poison so he was constantly exposed to poisons'. Heck, I would add a Plain of poison where everything is poison.
I think what pulls this together is if it's in a setting where there's an overly puritanical church keeping people down and the oath is one of joyous revelry in the face of oppression.
My problem with this (it is only my opion) is that Paladins must be lawful (good, evil, or neutral) and this strikes me as more chaotic. Lord Soth, although evil, is still a lawful character within the bounds of his evil.
i see a lot of people saying it dosnt seem to be a paladin subclass and i wanted to saw that's the point i disnt like how to paladin has to be one thing were all the other classes could be evil ,chaotic, lawful, or good so thats why i made this chaotic neutral paladin class could further reviews please be about the abilities please instead of the roleplaying part
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the oath of the drunken sun subclass
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
there is never enough rum. "but why is the rum gone"- captain jack sparrow
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 the end of your next turn
drunken guidance
when making a slight of hand check , performance, 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 60 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 against 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 and the poison condition
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 affected by the grease spell. the grease disappears after you use the teleport again
I like it a lot as a class but it doesn't quite make sense as a paladin to me. Seems more like a rogue and I don't quite know how to fix that. There is a Jewish holiday called Purim where, in some very devout circles, it is viewed as a solemn religious duty to get blasted drunk and this reminds me a bit of that. Just not sure how to tie this to a pally.
Love the creativity in any case
Sounds more like one of those churches where they handle snakes to me. I just don't see how the abelites make them a pirate. First I see this is more like a barbarian subclass where your trading exhaustion (in this case being drunk) in order to gain abilities during combat. Almost like a legend of the drunk'in master type thing but not a martial artist but I could also see it as a monk subclass. I see the abilities as more being, traditionally I think, maneuverability and focusing on them being sure footed on moving terrain. I could also see them being more of a extreme close quarters combat abilities like disarming and grappling. I just really don't get why it would be poison at all. If I wanted to do all the poison I would make him one of those snake handlers but then their not a pirate. Also war hammer 40K has a chapter of chaos marine's completely devoted to this. The idea what their patriarch was raised on the world who's atmosphere was basically poison so he was constantly exposed to poisons'. Heck, I would add a Plain of poison where everything is poison.
basically i based this subclass of the scenes were captain jack sparrow is always talking about rum in the pirates of the carribean movies
I think what pulls this together is if it's in a setting where there's an overly puritanical church keeping people down and the oath is one of joyous revelry in the face of oppression.
My problem with this (it is only my opion) is that Paladins must be lawful (good, evil, or neutral) and this strikes me as more chaotic. Lord Soth, although evil, is still a lawful character within the bounds of his evil.
i see a lot of people saying it dosnt seem to be a paladin subclass and i wanted to saw that's the point i disnt like how to paladin has to be one thing were all the other classes could be evil ,chaotic, lawful, or good so thats why i made this chaotic neutral paladin class could further reviews please be about the abilities please instead of the roleplaying part