Base Class: Paladin
The oath of revelry calls to those who seek to inspire hope and joy in others, freedom and celebration to all. Paladins of this oath believe that life, simply put, sucks, and that everyone needs a place to be happy and escape from the horrors of the world. They still are experienced and trained warriors, but they handle violence almost as a last resort, useful only when necessary, preferring diplomacy through way of inviting potential allies and doubtful enemies to grand festivals and parties to win over their spirits.
The oath of revelry is often for paladins who also partake in the arts, dancers, singers, musicians, etc; as the only constant in their life is to revel in bringing pleasure and celebration to the masses.
Tenets of Revelry
Enjoy, for tomorrow you may die. Life is uncertain, accidents happen every day and we live under the whims of gods and monsters. We must all enjoy the little time we have.
Propagate, for there is not enough. Life is difficult, suffering and trauma are everywhere. Spread joy, spread laughter, spread beauty, all to those that are lacking in it.
Shelter, for one day it may be gone. Life is combative, where there’s joy and celebration, there are forces who stand against them. Shelter revelry, in yourself and others.
Oath Spells
You gain oath spells at the paladin levels listed.
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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 Excess
Beginning when you first take this oath at 3rd level, you emanate an aura of excessive celebration. You emanate an aura that extends 10 feet around you as long as you are conscious. You gain the following benefits:
- Whenever a creature rolls to determine the healing of a healing potion within your aura, they forgo rolling and take the maximum amount instead.
- Once per short or long rest, when a creature within your aura consumes a mind altering substance, such as alcohol, they must make a Constitution saving throw against your spell save DC. On a successful save, they aren’t affected by any of the negative effects commonly caused by the substance, such as dizziness or hangover, until your next short or long rest.
At 18th level, this aura extends to 30 feet.
Channel Divinity
Also at 3rd level, you gain the following two Channel Divinity options.
Festive Fog. As an action or an attack, you unleash a blob of intoxicating magic, expending your Channel Divinity. Choose a point you can see within 60 feet of you, causing creatures in a 15 foot radius centred on that point to make a Constitution saving throw against your spell save DC. On a failed save, a creature takes poison damage equal to your level, necrotic damage equal to your level, and until the end of your next turn, has their speed reduced by half and it can’t take reactions. On a successful save, a creature takes half as much damage and suffers no further effects.
Alternatively, when you activate this Channel Divinity, you may cause the fog to deal no damage and for it to last until your next short or long rest, as a 15 foot radius sphere of lightly obscured and dimly lit radiant festive fog.
Cure for Intoxication. As a bonus action, you can touch a creature and restore its physical body, expending your Channel Divinity. They regain hit points equal to your paladin level and you can either remove a level of exhaustion from the creature, or end one of the following conditions affecting it: frightened, poisoned, charmed or unconscious, if regaining a hit point wouldn’t bring them back to consciousness, such as the result of excessive drinking.
Divine Hangover
At 7th level, you can inflict your foes with debilitating substances. Whenever you deal damage to a creature with your Divine Smite feature, a paladin spell, or your Channel Divinity, that creature gains one point of Hangover. A point of Hangover lasts for a number of rounds equal to your Charisma modifier before it fades away, though if another point of Hangover is applied to the creature, the duration resets.
Creatures affected by Hangover have disadvantage on all Wisdom (Perception) checks, on all Charisma (Performance) checks, and have their speed reduced by 5 feet per point of Hangover on them.
Divine Euphoria
Starting at 15th level, you can instil your allies with the joy of revelry. Whenever a creature is restored hit points via your Lay on Hands feature, a paladin spell, or by your Channel Divinity, that creature gains one point of Euphoria. A point of Euphoria lasts for a number of rounds equal to your Charisma modifier before it fades away, though if another point of Euphoria is applied to the creature, the duration resets.
Creatures affected by Euphoria have their speed increased by 10 feet, and when they first gain a level of Euphoria, they gain temporary hit points equal to half your level + your Charisma modifier.
Life of the Party
At 20th level, you can transform yourself into a shining beacon of joyous celebration. As an action, you can gain the following benefits for 10 minutes:
- Whenever a creature with a level of Hangover deals damage, once per turn, roll a number of d4s equal to the number of levels of Hangover on them. The damage is reduced by an amount equal to the result.
- Whenever a creature with a level of Euphoria deals damage, once per turn, roll a number of d4s equal to the number of levels of Euphoria on them. The damage is increased by an amount equal to the result.
- Whenever you afflict a level of Euphoria or Hangover to a creature, choose a different creature within 15 feet of the original creature: they must succeed on a Wisdom saving throw against your spell save DC or be charmed by you until the end of their next turn.
You can use this feature once, regaining the ability to use it again when you finish a long rest.
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