Paladin
Base Class: Paladin

The Oath of Mischief is a solemn vow to ensure the world never loses irreverence and humour.  Mischief and the bit of chaos that comes with it infuses all life with a sense of wonder and awe.  There is no order of Paladins to form a corps around, nor any known formal organizations (they may exist however).  Rather Paladins who swear the Oath of Mischief are rare hand-picked souls by the patron gods who see and guide the necessity of their existence.

TENANTS OF MISCHIEF

The tenets of the Oath of Mischief vary by paladin, but all the tenets revolve around encouraging mischief and mayhem by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own amusement to ensure greater mischief is served, so the paladins are often chaotic in alignment. The core principles of the tenets are simple. 

Fight Perfection. Perfection lacks humor, it is unwilling to change or bend.  A threat to the world if allowed to exist for too long.

No Mercy for Humorless. Ordinary foes might win my mercy, but those with no sense of humor do not.

Mischief By Any Means Necessary. A few rules cannot get in the way of good fun and mayhem.

Restitution. If my foes managed to impose an extreme form of order, it is because I failed to stop them. I must help those shackled by the chains of order.

  

Channel Divinity

An Mischief paladin of 3rd level or higher gains the following two Channel Divinity options.

Control Undead. As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.

Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes force damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Aura of Mischief

Starting at 7th level, the paladin, as a reaction may impose any one of the penalties to an enemy within 10 feet.

  • penalty to an attack roll made by an enemy, or
  • penalty to a contested ability check made by an enemy

Penalty is equal to the paladin's charisma modifier.

At 18th level, the range of this aura increases to 30 feet.

Purity of Heart

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.  Neither good or evil can stop you from spreading mischief.

Ultimate Joke

At 20th level nothing special occurs...  (DM Discretion)

 

At 20th level you can choose 3 spells of 5th level or lower from any spell list and add them to your list of automatically prepared spells, these do not count against your total for prepared spells (you cannot choose a cantrip).  Additionally, when you cast any of them they use a 5th level spell slot but are cast at 9th level (if applicable).

Oath of Mischief Spells

You gain oath spells at the paladin levels listed.

Oath of Mischief Spells
Paladin Level Spells
3rd disguise selfhideous laughter
5th blindness/deafnesssuggestion
9th counterspellfear
13th confusionhallucinatory terrain
17th modify memoryseeming

 

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