Base Class: Paladin
Paladins of the Oath of Laughter believe humor and laughter emboldens the lives of other. They revel in promoting humor, fun and merriment, even if they are the only person laughing. Those who follow the Oath of Laughter revel in the essence of fun for all around them, even if that comes at others expense. They combine physical slapstick with cutting jokes, never letting social mores, decorum, or even good taste get in the way of finding the humor in everything. Some find work in performance troops and circuses, spreading fun to as many people as they can. Others wander the world, always seeking ways to bring laughter to the forefront. The Oath of Laughter does not specifically call for paladins to deliver pain unto others, but many do so when it makes something even more humorous.
Tenets of Laughter
The tenets of the Oath of Fun are very simple. Enjoy yourself, and spread that fun. That could be comradery among men and women. That could be with creating a song with a fellow musician. In darker creatures, sharing the hunt of the innocent with one another. Either way, they are looking to spread glee among those they live amongst.
Life is Humor. There is joy to be found in every moment of life. Do not allow any moment to laugh pass you by.
Laughter Spreads. Let others know that life is full of laughter by acting as an example of fun, humor, and merriment.
Humor in the Darkness. No matter how dire a situation or unlikely a success, you hold your chin high and bear strife with a smile.
Laughter Needs No Stage. You laugh, joke, and, prank not for acclaim or for the enjoyment of others. You do it for the pure joy of producing laughter even if there is no one to hear it.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Jester's Mantle. As a bonus action, you can use your Channel Divinity to embody the spirit of merriment. For the next 10 minutes, you have advantage on Charisma (Performance) and Charisma (Persuasion) checks and can use your bonus action to force a creature that you can see within 30 feet to make a Wisdom saving throw ({{savedc:cha}}). On a failed save, the creature becomes charmed by you for 1 minute. While charmed in this way, the creature regards you as a trusted ally and must use all of its movement on its turn to move as close to you as possible. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. You can only have one creature charmed in this way at a time.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful one. Additionally, the effect ends if you attack the creature or if you are incapacitated or die.
Laughing Smite. After you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and give a creature within 30 feet (including yourself) a bonus to their AC equal to your Charisma modifier until the end of your next turn.
Humorous Aura
At 3rd level, you constantly emanate a chaotic aura while you’re not incapacitated, turning a failure into a hilarious failure. The aura extends 10 feet from you in every direction, but not through total cover. When a creature within this aura rolls a natural 1 on an attack roll, saving throw, or ability check, you can use your reaction to force them to roll on the Pratfall Table.
At 10th level, the range of this aura increases to 30 feet, and at 18th level it increases to 60 feet.
Pratfall Table. Roll a d10 and consult the following list.
1 - The GM chooses a humorous result.
2 - The creature must repeat the attack against another creature (other than itself) of your choice. If they did not make an attack, nothing happens.
3 - The creature stumbles half its speed in a random direction. This counts as voluntary movement.
4 - The creature falls prone and pulls a random creature within 5 feet of it down with them.
5 - The creature spontaneously catches on fire, taking 1d4 fire damage at the beginning of each of its turns until it, or another creature, takes an action to extinguish the flames.
6 - The creature drops everything it is holding in its limbs.
7 - An object such as an anvil, rock, bird, or other weighty item falls out of the sky and hits the creature on the head. The creature takes 1d6 bludgeoning damage and can only take an action or move on its next turn, not both.
8 - A piece of the creature's armor or clothing falls off in an embarrassing manner. The next attack on the creature has advantage.
9 - The creature accidently throws away the item in their hand 10 feet plus a number of feet equal to 5 times your proficiency bonus in a random direction.
10 - The player chooses a humorous result.
Oath Spells
At 3rd level, 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 |
Shield of the Laughing God
Starting at 7th level, you can’t be charmed while you are conscious. You also have resistance to psychic damage.
At 18th level, you become immune to psychic damage.
...Thou Art Glue
At 15th level, when you succeed on a Wisdom saving throw against a spell that targets only you, by spending a reaction you can redirect the effects of the spell at a new target. The new target must be within 60 feet of you. You can use this feature a number of times equal to 1 + your Charisma modifier. You regain expended uses when you finish a long rest.
Laughing Avatar
At 20th level, as a bonus action, you can assume the form of captivating fun, taking on an appearance you choose. For instance, smoke may billow from the chinks in your armor, your eyes and throat may burn like embers, or your fingers may grow unnaturally long and grasping. Alternatively, you may take on a comic appearance, with your armor taking on the appearance of paper mache and your magical effects manifesting as streamers.
For 1 minute, you gain the following benefits:
- You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
- Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
- If a foe misses you with a weapon attack, you can use a reaction to force that creature to roll on the Pratfall Table.
- If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.
- Once per use of this feature, if you fail a saving throw against a spell that targets only you, and you can see the caster of the spell, you can use your reaction to magically switch places with the caster.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Previous Versions
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