Base Class: Paladin
Oath of the festival Paladins are sights to behold on the battlefield, moving and swinging their swords on the frontlines of battle cheering for victory and appeasing whatever God they may follow. Individuals who take this oath seem to find adrenaline in all they do and celebrate.with the fire in their souls and ignite passion in others.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Fighting Dance: you may enter a state of blade and dance called a Fighting Dance. While in Fighting Dance you gain the following benefits:
You may use your charisma modifier instead of strength or dex to make a melee attack roll
When you use a smite, an arch of bright small explosions comes off your weapons like fireworks. All creatures you chose within 10 feet of the target need to make a constitution saving throw(DC 10) or have disadvantage on attack rolls until the end of their next turn.
Your fighting dance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your channel divinity on your turn as a bonus action.
Protective Wallets: The protective Wattets is a distracting dance that functions like the fighting dance WHile in the Protective Walts state you gain the following benefits:All enemies that are not targeting you suffer a -D4 on attack rolls while within 15 feet of you.Additionally your unarmored defense is now 10 +DEX + CHA+ half your proficiency modifier rounded down.
Your Protective Walts lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your channel divinity on your turn as a bonus action.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Festivals Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Conjure Elemental, [Tooltip Not Found] |
Aura of Overwhelming Charm
Starting at 7th level, you emanate a noise of protection so low that nobody can hear it, challenging any harmful vibrations on the wind. This aura extends 10 ft from you in every direction, as long as you are not incapacitated.
All allies within this aura are granted resistance to thunder damage. Additionally, once per round as a reaction, your aura grants you the ability to Counterspell an effect targeting anyone within the aura, as long as the spell being cast is of the school of Enchantment
At 18th level, the range of this aura increases to 30 feet.
Partner of dance and Song
Starting at 15th level, You have become one with a designated target, teaching them your dance and song. While using your channel divinity, you may give a target creature the effects of Protective Waltz or Fighting Dance(target creature chooses).
This creature must have initially and of their own free will, spent a total of 40 hours with the user(be it in game or in backstory) and additionally spend 12 hours learning the dance from the user. The designated creature cannot be changed unless 30 days have passed since the last time this feature was used.
Flowing Water Dance
You have mastered the form of dance to allow yourself free autonomy over your joints, allowing you to move incredibly. You gain the Following benefits:
-3 times per long rest you may choose to rapidly spin your body out of harm's way, adding your performance modifier to your Dexterity Saving throw
-You have advantage on any performance ability checkst.
Previous Versions
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8/20/2022 8:22:28 PM
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