Paladin
Base Class: Paladin

Tenets of Revelry

The tenets of the Oath of Revelry drive a paladin to be a beacon of joy.

Find the Good in Everything.  No matter how bad the situation, something good will come of it.

No One Left Behind.  No partygoer gets left behind. Everyone must have a good time.

Fight Fast, Party Hard.  Don't waste your time.  Do the needful quickly so there's more time to party.

Light in the Darkness.  Make fun from the dull.  Bring hope to where hope has died.

Oath of Revelry Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Revelry Spells table, you thereafter always have the listed spells prepared.

Oath of Revelry Spells
Paladin Level Spells
3 Charm Person, Tasha's Hideous Laughter
5 Calm Emotions, Suggestion
9 Major Image, Hypnotic Pattern
13 Charm Monster, Compulsion
17 Dominate Person, Seeming

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity Options

  • Life of the Party. You can use your Channel Divinity as a bonus action to inspire up to 6 creatures of your choice that can see you within 30 feet.  Those creatures gain a d6 inspiration die. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The die becomes a d8 at 7th level, a d10 at 12th level, and a d12 at 17th level.
  • Vibe Check.  As an action, you can use your Channel Divinity to gain insight into the mood of a situation.  For all creatures within 30 feet that you can see, you have advantage on all charisma-based skill checks and initiative rolls against them.  This lasts for 10 minutes or until initiative is rolled.  

Aura of Soothing

Starting at 7th level, you constantly emanate a calming presence that comforts those around you.  You and friendly creatures within 10 feet of you have advantage on Wisdom saving throws. Just chill, everything will be ok.  

Buzzkill

Starting at 15th level, when initiative is rolled you may designate up to 5 targets within 60ft to have disadvantage on their initiative roll.

Next Level Ascension

You are the embodiment of the shindig. Once per day, you harness the power of every party that ever has been and any has yet still to come. For the next minute:

Any number of targets within 60 ft feet of you gain advantage on attacks and ability checks. In addition, any number of targets within 60 ft gain disadvantage on savings throws.  This effect ends should become incapacitated or fall unconscious.

Comments

Posts Quoted:
Reply
Clear All Quotes