Base Class: Paladin
The normal ideal of a paladin is that of a stalwart defender of justice and righteousness, smiting the forces of evil. However, not all paladins match this lofty ideal. Some creatures, particularly the fae, live with their heads in the clouds.
These individuals may be more inclined to take an oath of mischief. These individuals swear to spread their idea of fun to the world, whether it's denizens want it or not.
Depending on their temperament, they could be harmless, or they could be deadly. They normally just want amusement and merriment usually, and bear no ill will towards the subjects of their tricks.
Oath Spells
You gain oath spells at the paladin levels listed below. See the Sacred Oath class feature to learn how oath spells work.
3rd: Disguise Self, Grease
5th: Arcanist's Magic Aura, Mirror Image
9th: Blink, Spirit Guardians
13th: Confusion, Hallucinatory Terrain
17th: Modify Memory, Seeming
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.
Tangling Vines. You can use your channel divinity in order to summon magical vines at your opponents feet which attempt to share and trap them. As an action, you can force up to 5 creatures within 30ft to make a Dexterity saving throw. On a failed save, a target is restrained by the vines. The opponent can attempt to break free by making a contested strength check against your spell save dc. The vines disappear after being summoned for one minute.
Mimic. You can use your Channel Divinity to copy the last action of an opponent. If the action you copy is an attack using natural body parts that you do not possess, you will use a magical spell with the equivalent effect.
Aura of Foolishness
Starting at 7th level, you constantly emanate a mischievous aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
Any creature that starts it's turn in your aura must make a wisdom saving throw against your spell save DC. On a failure, the target has disadvantage on attacks against you. Creatures may retake the saving throw on each turn, and once they succeed are immune to the effects.
At 18th level, the range of this aura increases to 30 feet.
Laughing Stitch
Starting at 15th level, any who would attack you begin to laugh so much it starts to hurt. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.
Avatar Of The Faerie King
At 20th level, you embody the chaos and nonchalance of the fae folk. As an action, you can magically become an avatar of mischief gaining the following benefits for 1 minute:
- Your aura is accompanied by thick thorns, which cut the movement of enemies in half, and damages them for 1d8 piercing damage when they start a turn in your aura.
- You gain resistance to all damage. Silver weapons counteract this however.
- You can use a bonus action to heal a creature you can see for 1d8 hit points, plus your charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest.
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