Paladin
Base Class: Paladin

The Oath of Levity is dedicated to appear as a voice or character of absurdity that inspires hope or even confidence in others around them. They're similar to a King's fool, proposing quips and talking freely to not only entertain who they serve but to challenge the ones they serve to reflect on their own actions through absurd jests made towards them. They're warriors on the battlefield always being a beacon of optimism with banter that can cut through the anxieties and tension the battlefield carries. They're foolish acting officers, strengthening bonds among fellow soldiers treating every moment alive as a celebration to share a meal, stories, and entertainment. 

The truth is these Paladins carry the weight and worries of others with them, and are keenly aware of the morale of others and how quickly it can mean the end of others. The face that they wear in front of others is to help ease the worries of those around them or to cause others to reflect on themselves from a jest made about them. Taking the Oath of Levity is to know the truths of the world and the worries that can burden others, and to help them carry it.

 

Tenets of Levity

The tenets of the Oath of Levity are often based on truths that justify why they maintain their lighthearted mood.

Reality. The reality of the world is rarely pretty. A small distraction from it for others can sometimes be the most critical moment for them.

Inspiration. How your act is how others can find the courage to feel hope as well.

Empathy. You have to understand every situation that you are presented with to truly know how to help.

Humility. No matter how great you are, to embrace humility will make you relatable and easier for others to find confidence within themselves.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Oath of Levity Spells

3rd

Bane, Heroism

5th

Calm Emotions, Blur

9th

Beacon of Hope, Haste

13th

Polymorph, Death Ward

17th

Dispel Evil and Good, Legend Lore

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.

  • Turning Point. You lead by action and drive confidence in others who have watching you strike opposition with a grin and a laugh. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action to grant a number of creature equal to your Charisma Modifier (minimum of one) a bonus. This grants the selected creatures a 1d8 bonus to for any one attack roll, saving throw, or ability check for one minute. Using this is done after the result is seen, but before the DM says it's successful or not.
  • Entertaining Hero. You're keen at entertaining others with tongue-and-cheek humor, storytelling, to help lighten the mood of any room. You can use your Channel Divinity as a bonus action to gain advantage on Deception, Performance, and Insight checks for the next 10 minutes.

Aura of Banter

Beginning at 7th level, your presence encourages others to engage in the same helpful banter against foes.

You and friendly creatures within 10 feet of you can use the Help action as a bonus action against a creature within 10ft of you.

At 18th level, these ranges of this aura increases to 30 feet.

Jeering Combatant

At 15th level, you are a menace on the battlefield. Your theatrics extend to the battlefield mocking your opponents, getting under their skin, and throwing off their effectiveness on the battlefield to give your side an advantage.

As a reaction, when you or an ally you can see within the range of your aura is attacked by another creature, you can reduce the roll of the attack by your Charisma modifier (minimum 1) and if they miss, you deal psychic damage to them equal to your Charisma modifier (minimum 1).

Rallying Savior

At 20th level, you learn to channel your presence and favor on the battlefield to ensure victory. As an action, you call on this motivational presence to inspire your allies to gain the following benefits for 1 minute:

  • At the start of each round you and allies within 30ft of you gain Temporary HP equal to your Proficiency Bonus+Charisma Modifier
  • Whenever you successfully attack another creature an ally within the range of 30ft can use a reaction to make an attack of opportunity against the attacked target
  • You and your allies are immune to being charmed or frightened

Once you use this feature, you can't use it again until you finish a long rest.

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