Paladin
Base Class: Paladin

Those who follow the Oath of the Jester have the primary goal of bringing boundless joy to those in need of it. Their secondary goal is to “correct” that which would harm that joy. They see the beauty of the chaotic vigor that is happiness, and will do anything to keep it alive in the Feywild and in the Material Plane alike. Like most paladins, they often use brute force to get their way, but they can also have a strong capacity for compassion and care.

Most who take this oath have been seen acting as guards of places of large-scale entertainment like circuses and theaters. They are most prominently seen in the Witchlight Carnival as bodyguards of important figures who run the place. Not many have been seen out on standard adventuring parties as of late. But who knows? The worlds could always use some extra zaniness every now and then. 

TENETS OF THE JESTER

A paladin who takes this oath must swear to bring laughter and delight to everyone around.

The Best Medicine. Care for those in dire straits with good health and a good joke.

The Most Contagious. Spread your joy as far as you can. Be a beacon of levity.

The Kindest Killer. Do not allow those who ruin fun to get away with it. Be gentle or be brutal, it matters not.

Oath Spells

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

Oath of the Jester Spells

Made for the Stage

At 3rd level, you automatically gain proficiency in Performance.

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.

Make a Scene. You can use your Channel Divinity to distract creatures with your comedic presence. You force all creatures of your choice who can see and/or hear you within 30 feet of you to make a Wisdom saving throw contested by a Performance check. On a failed save, creatures lose most of their focus and turn it to you, and hostile creatures are compelled to attack you. Any concentration spells that they are casting must be checked (DC 10). Creatures can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Live a Little. You can use your Channel Divinity to encourage your allies to fight with a joyous vigor. As an action, all allies who can see and hear you automatically gain temporary hit points equal to your spellcasting modifier + your Charisma modifier.

Aura of Exultation

Starting at 7th level, your close friends become imbued with a jubilant spirit that clouds them from negativity. Any allies that are within 10 feet of you get advantage on saving throws against being charmed, stunned, and/or incapacitated.

At 18th level, the range of this aura increases to 30 feet.

Insult to Divine Injury

Starting at 15th level, you can hurt your enemies' feelings as well as their bodies with your divine power. Each time you attack a creature with a Divine Smite, they must make a Wisdom saving throw contested by a Performance check. On a failed save, they are incapacitated for their next turn. On a successful save, this effect doesn't take hold. Once this effect passes on a creature, they become immune to it.

Settle This Like Fools

At 20th level, you ascend into a higher form of tomfoolery. You automatically gain these benefits:

  • You are immune to being charmed and/or frightened.
  • You have advantage on saving throws against spell effects.
  • You have advantage on all Performance checks.

In addition, you can instantly diffuse any risky situation by having all hostile enemies that can see and/or hear you roll a Charisma saving throw contested by a Performance check as an action. On a failed save, an enemy becomes as happy as can be and has no interest to fight you or your allies. They instantly drop any weapons they are carrying and will not attack anything for 10 minutes. If you or your allies attack them at all, the effect ends immediately. On a successful save, each enemy takes 2d10 psychic damage. 

Once you use this power, you can’t use it again until you finish a long rest.

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