Paladin
Base Class: Paladin

To take the Oath of Revelry is to accept a lifestyle of celebrations for life's pleasures. Paladins of this Oath must always strive to appreciate what they have in life and encourage others to do the same. Either hosting bustling parties or simply raising the spirits of a tavern, they always attempt to intervene when an outside force attempts to suppress individual expression. For the wrong kind of soul, this life style is draining and exhausting - but to the ones of boisterous energy and prowess with others, no life could be sweeter. 

Tenets of Revelry

Be Unbound.  The only things that should restrict you are the safety and happiness of others. Live free, full and without regret.

Form Lasting Bonds.  A life of fulfillment is meaningless if you do not share that positivity with others. Encourage those around you to seek joy, and be a genuine friend to those you know

Rest, and Recuperate. Make time for respite. Be it after a wild party or a draining battle, a moment to sit and reflect not only heals the body and calms the mind, but also appreciate what you have all the more.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Revelry Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Revelry Spells

PALADIN LEVEL SPELLS
3rd Charm Person, Hideous Laughter
5th Enthrall, Knock
9th Create Food and Water, Haste
13th Freedom of Movement, Polymorph
17th Animate Objects, Awaken

 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Revelrous Dance. You can use your channel divinity to initiate a frenzied dance with others. As an action, make a grapple check against a creature within range. If you succeed the grapple, the grappled creature becomes charmed by you. While charmed this way, the target views you as a captivating dance partner and begins dancing with you. The target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you and must make the dodge action on it's turn. Furthermore, your speed is not halved when you move the grappled creature and the target will not willingly try to escape the grapple or otherwise move from you. The target can make a Wisdom saving throw at the end of it's turn or when it suffers any harmful attack or effect, ending the effect on a success.

Party Animal. You can use your Channel Divinity to embody jubilation and gregariousness. As a bonus action, you gain a +5 bonus to all skill checks made to preform, impress others, and appear as likeable to those you socialize with for 10 minutes.

Aura of Indulgence

Your presence reduces the inhibitions of those nearby. Creatures of your choice within 10 feet of you have disadvantage on saving throws against being charmed. In addition, charmed creatures of your choice have disadvantage on all attack rolls and ability checks while they see the creature they are charmed by. At 18th level, the range of this aura increases to 30 feet.

Heat of the Moment

You can imbue others with brief moments of inflamed passion, causing them to mistake friends for enemies in the heat of battle. When a creature you can see within 30 feet attacks another creature, you can use your reaction to force them to make a Wisdom saving throw against your spell save DC. On a failed save, the creature instead targets another creature within range of the attack. 

 You can use this feature a number of times equal to your proficiency bonus before you must finish a long rest in order to use it again.

Avatar of Revelry

You can embody the Dionysian being that dwells within you and others. As a bonus action, you can gain the following benefits for 1 minute:

  • You have advantage on Charisma checks.
  • Your movement speed doubles, and opportunity attacks have disadvantage.
  • At the start of the each of your turns, you can force a creature within 30 feet of you to make a Wisdom saving throw. On a failed save, they are charmed by you until the start of your next turn.

Once you have used this feature, you can't use it again until you finish a long rest, unless you expend 5th-level spell slot to use it again

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