Base Class: Paladin
The Oath of Doin' it Right is an oath for a warrior that wishes to follow the pristine god of music, Daftus Punkus. This oath is for paladins who whistle a great melody while trotting along to the next battle. Those paladins that tap their foot to the beat. Those Paladins that dance to the funkiest of beats.
In order to take on this oath, a paladin must lay down their old ways and accept Daftus Punkus into their soul. When accepted, they will feel the music vibrating from the ground below. Faint lyrics can be heard inside their heads. They gain various abilities involving music.
Tenets of Doin' it Right
Doing it right. Everybody will be dancing and we'll be
Feeling it right. Everybody will be dancing and be
Doing it right. Everybody will be dancing and we'll be
Feeling it right. Everybody will be dancing and be
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Dancing and Doin' it Right. As an action, you can begin to outwardly sing a song of Doin' it right. Anybody within a 10 foot radius of you must succeed on a Charisma saving throw equal to your spell save modifier or begin adding to the ensemble until the end of your next turn. Roll a d4 to determine what they add.
1-Sing a Higher Harmony
2-Beatbox
3-Dance
4-Bust out an instrument
If your concentration is broken from the song, the effect ends.
Let it go all night. As an action, you can imbue your weapon with musical energy and it begins to sing. For 1 minute, you add your Performance modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Channel Divinity: Dancing and Doin' it Right
As an action, you can begin to outwardly sing a song of Doin' it right. Anybody within a 10 foot radius of you must succeed on a Charisma saving throw equal to your spell save modifier or begin adding to the ensemble until the end of your next turn. Roll a d4 to determine what they add.
1-Sing a Higher Harmony
2-Beatbox
3-Dance
4-Bust out an instrument
If your concentration is broken from the song, the effect ends.
Channel Divinity: Let it go all night
As an action, you can imbue your weapon with musical energy and it begins to sing. For 1 minute, you add your Performance modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Doin' it Right Spells
| PALADIN LEVEL | SPELLS |
|---|---|
|
3rd |
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|
5th |
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|
9th |
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13th |
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17th |
Aura of Getting Lucky
Starting at 7th level, you and friendly creatures within 10 feet of you gain advantage on charisma checks and saving throws.
At 18th level, the range of this aura increases to 30 feet.
One More Time
Beginning at 15th level, when you drop to zero hit points, if someone sings One More Time to a melody while touching you, you rise up with 1d8 restored hit points.
At level 20, the hit die increases to 1d12
Harder, Better, Faster, Stronger
Beginning at level 20, your natural Armor Class grows to 20 as an aura of musical energy flows around you. You gain 10 feet to your movement and advantage on DEX saving throws.
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