Base Class: Paladin
The Oath of Throwing it Back has its origins in an unlikely hero and an even more unlikely circumstance. It begins with a goblin named Snarf, a simple commoner living on the fringes of the Wetwhistle Marsh, a verdant wetland renowned for its remarkable inhabitants: the Marshmallow Bunnies.
Marshmallow Bunnies are unique creatures; despite their name and appearance, they're not made of marshmallow but are fluffy and white as if they were. They bring joy and happiness to anyone who lays eyes on them, their sheer cuteness brightening even the dreariest days. Unfortunately, their adorable looks made them a target for unsavory types looking to exploit them for their own gain.
One fateful day, Snarf watched in horror as a horde of goblin raiders descended upon the unsuspecting Marshmallow Bunnies. Though not a warrior, Snarf was fiercely protective of his fluffy friends and knew he had to act. Inspired by the bunnies' innocence and purity, he stood in defiance against the raiders, armed with nothing but a brave heart and a... rather glorious rump.
In this moment of crisis, something remarkable happened. Snarf, moved by his determination to protect the innocent bunnies, discovered a deep, previously untapped power within himself. As he twerked, a burst of divine energy emanated from his rump, washing over the marsh in a wave of protection. The raiders were stunned and then driven back, unable to stand against Snarf's newly found powers.
Snarf's familiar, a particularly plump Marshmallow Bunny affectionately named Marshmallow, stood by his side throughout the ordeal. Marshmallow was easily recognizable by a bite mark on his ear, a remnant of the time when Snarf, in a moment of confusion, mistook him for an actual marshmallow.
Emboldened by his victory, Snarf swore an oath to protect the Marshmallow Bunnies and use his newfound power to bring hope and inspiration to others. Thus, the Oath of Throwing it Back was born. Today, Snarf stands as the protector of the Marshmallow Bunnies and the mascot of this unique oath, using the power of his rump to bring hope, inspiration, and protection wherever he goes. His story serves as a reminder that heroes come in all shapes and sizes, and sometimes, they even throw it back.
Tenets of Throwing It Back
- Confidence is Divine. Every strut, step, or sway is a declaration of your worth.
- Energy is Contagious. Your movement lifts hearts and rallies spirits — joy spreads as surely as light.
- Reversal is Power. When negativity comes your way, throw it back brighter and stronger.
- The Stage is Everywhere. Whether battlefield, banquet hall, or bunny burrow, your presence commands attention.
- Protect the Innocent. Stand with the vulnerable, as Snarf did with the Marshmallow Bunnies.
- Throw It Back. When the world doubts you, meet it with audacity, rhythm, and a shake that cannot be ignored.
Channel Divinity
When you take this oath at 3rd level, you gain the following four Channel Divinity options.
Sacred Bounce. As a bonus action, your movement becomes fluid and untouchable. Until the end of your turn, your speed increases by 10 feet, you do not provoke opportunity attacks, and you add your Charisma modifier to your AC.
Divine Twerk. As an action, you unleash a dazzling performance. Creatures of your choice within 30 feet must succeed on a Wisdom saving throw or be charmed or frightened (your choice) until the end of your next turn.
Clap Back. When a creature hits you with an attack, you can use your reaction to force it to make a Charisma saving throw. On a failure, it takes 2d10 + your Charisma modifier radiant damage.
Body Roll. When you take the Attack action, you can expend your Channel Divinity. Until the end of the turn, your weapon attacks deal additional radiant damage equal to your proficiency bonus.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Throwing it Back Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Faerie Fire, Thunderous Smite |
| 5th | Shining Smite, Enthrall |
| 9th | Spirit Guardians, Counterspell |
| 13th | Freedom of Movement, Aura of Purity |
| 17th | Hold Monster, Destructive Wave |
Bonus Proficiencies
You gain proficiency in the Performance and Acrobatics skills if you don’t already have them.
Dazzling Presence
When you take the Attack action, you can expend one use of your Channel Divinity to activate this feature.
For 10 minutes:
- Your weapon attacks can deal radiant damage instead of their normal type.
- You add your Charisma modifier to attack rolls made with that weapon.
- You shed bright light in a 10-foot radius and dim light for an additional 10 feet.
- Allies within the bright light have advantage on Performance checks.
The effect ends early if you are incapacitated or dismiss it (no action required).
Aura of Rhythm
Starting at 7th level, you and friendly creatures have the following benefits while in your Aura of Rhythm, which extends in an emanation with a 10-foot radius from you, but not through total cover:
- You and friendly creatures gain a bonus to Acrobatics and Performance checks equal to your Charisma modifier (minimum +1).
- When a creature uses the Dash or Disengage action, its speed increases by 10 feet until the end of its turn.
- When you or an ally rolls a natural 20 on an attack roll, that creature gains temporary hit points equal to your Charisma modifier.
At 18th level, the radius increases to 30 feet.
Momentum Mastery
When you use Lay on Hands on a creature other than yourself, that creature gains one of the following until the start of your next turn:
- +10 feet movement speed
- Resistance to bludgeoning, piercing, and slashing damage
In addition, once on each of your turns when you hit with a melee weapon attack:
- The attack deals an extra 1d8 force damage
- The target must succeed on a Strength saving throw or be pushed 10 feet away
The Ultimate Throwback
As a bonus action, you enter a radiant, rhythmic transformation for 10 minutes (1/long rest).
While transformed:
- When a creature misses you, you can use your reaction to redirect the attack to another creature within 5 feet.
- You emit bright light in a 30-foot radius. Enemies within this emanation:
- Have disadvantage on saves vs being charmed or frightened
- Must make a Wisdom save at the start of their turn or be stunned until the start of their next turn
- A stunned creature:
- Can repeat the save at the start of its turn
- If it ends its turn within your emanation, it must save again or be stunned
- Allies within this emanation can use their reaction to move up to half their speed without provoking opportunity attacks.
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