Base Class: Paladin
The Oath of the Innkeeper is an oath that connects it's paladin's to their inns and it's patrons, though they do not serve simply for greed, they serve for the social principle all innkeepers know through time and effort. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their Ideals, and incorporate images of angelic wings into their helmets or coats of arms.
Tenants of the Innkeeper
Though the exact words and strictures of the Oath of the Innkeeper vary, paladins of this oath share these tenets.
Indifference: Don’t discriminate, you give your aid to all whom would do the same for you.
Protect: Defend your inn and it's patrons, they will feel safe standing alongside you.
Restraint: Do not kill if you do not need to. Restrain yourself not only through mercy but do not give drink to those who are too intoxicated.
Duty: You have a duty to your patrons, follow through with your promises.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Angel Shot. As an action, you can help a willing ally in need, -specifically any damaged ally who is willing- within 15 feet and swap places with them. For the next minute, as a reaction to when a successful melee weapon attack/spell damages that creature, you may take a reaction and roll a Charisma saving throw, on a successful roll, the damage is reduced by 7-CHA mod.
Turn the Hammered. As an action, you can turn the drunk. Each drunk ( a person who has consumed alcohol within the past 1 day) that can see or hear you within 30 ft. must make a WIS saving throw (DC {{savedc:cha}}). On failure, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion 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 |
Aura of Drunkeness
Starting at 7th level, you and friendly creatures within 10 feet of you gain 1d6+CHA temporary hit points the first time they take non-radiant damage. After gaining temporary hit points, that friendly creature can not gain these temporary hit points again until the hit points are depleted and a long rest has occurred.
At 18th level, the range of this aura increases to 30 feet.
Drunken Spirit
Beginning at 15th level, creatures under the effects of intoxication are under the effects of Zone of Truth when talking to you. Additionally, you may draw alcohol from the air around you, once per short rest, you may heal one hit die worth of hit points to yourself as an action.
Tavern's Protection
At 20th level, as an action, you can protect allies incredibly well via your incredible alcohol. Using an action, you summon a 'spiritual-tavern' for one minute, emanating the following effects outward 30 feet:
- Friendly creatures that are in the spirit-tavern when the action is taken gain 4d4 temporary hit points.
- Unfriendly creatures that deal damage to friendly creatures within the spirit-tavern must succeed on a CHA saving throw, if they fail, they take (damage dealt)d8 radiant damage.
- All friendly drunks (creatures who have drank alcohol within the past 24 hours) become empowered, healing 4 hit die and dealing an additional 1d8 radiant damage on all damage they deal.
Once you use this feature, you can’t use it again until you finish a long rest.
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