Base Class: Paladin
An Oath of Absurdity calls paladins to spread joy and revelry in a world that wants to push people down. Those devoted to this oath know the cruel, fantastical world around them, and see the absurdity in taking everything so seriously. Oath of Absurdity paladins can often be recognized by their colorful and ostentatious armor.
Tenents of Absurdity
The tenets of the Oath of the Absurdity drive the paladin to allow those around them to forget about the stressful world and to just have a good time.
Comedy in Tragedy Those who have suffered a great loss need relief the most. Finding comedy in a loss helps ground an individual and allows them to heal.
Life of the Party When you're in town its a celebration. A time for everyone to forget about their troubles and let loose.
All it Takes is a Smile Protect the smiles of those who you help, as long as one person is smiling, the world is a better place.
Protect Your Own Smile In order to help others you must help yourself. If you cannot laugh, then who will?
Oath Spells
You gain oath spells at the paladin levels listed.
| PALADIN level | Spells |
|---|---|
|
3rd |
tasha's hideous laughter, faerie fire |
|
5th |
tasha's mind whip, levitate |
|
9th |
counterspell, tongues |
|
13th |
confusion, polymorph |
|
17th |
animate objects, conjure volley |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Boisterous Tune You can use your channel divinity to summon a whimsical song that inspires movement. As a bonus action, any creature of your choice within 30 feet of you can move a number of feet equal to your 5 times your Charisma modifier. This movement does not provoke opportunity attacks.
Crowd work You invoke your channel divinity to overwhelm your target with burdening laughter. As an action, choose a creature that can see or hear you within 60 feet. That creature must make a Charisma saving throw or be knocked prone and must spend their next turn rolling on the ground laughing. On a success,the creature cannot take a reaction until the beginning of their next turn
Aura of Folly
Starting at 7th level, You exude an aura of waggish joy. You and friendly creatures within 10 feet are resistant to psychic damage and cannot be restrained.
At 18th level, the range of this aura increases to 30 feet.
Indisputable Charm
You've learned how to sway crowds with your acts of sincerity and humor. As an action, a number of creatures equal to your spellcasting modifier of your choice that you can see within 60ft must make a Charisma saving throw or be charmed. While charmed in this way, the creature regards you as a non threat, and someone they can trust with their woes. If the creature was hostile towards you, It can repeat the saving throw at the beginning of its turns or whenever it takes damage from you or your allies, ending the condition on a success. This lasts for 10 minutes.
You can use this feature a number of times equal to your Charisma modifier per long rest.
Uproarius Jester
At 20th level you are imbued with the pure spirit of the comic, bringing laughter and joy and music wherever you step. as an action, you transform for one minute and you gain the following benefits:
- Light, jovial music fills the air around you.
- Your armor becomes ethereally flamboyant and you shed bright light in a 15 ft radius and dim light in a additional 15 ft
- As a reaction, you can distract an enemy from striking from your wit or your appearance. If an enemy hits on an attack roll against yourself or an ally within 30ft, you can impose disadvantage on that attack.
- You may cast Otto's Irresistible Dance as a bonus action. Once a creature has saved against your spell, they are immune for the next 8 hours. this does not require concentration.
Comments