Paladin
Base Class: Paladin

The Oath of Revels calls to paladins who see freedom, joy, adventure, and defiance as sacred virtues.

Often associated with Olidammara, these paladins reject the idea that holiness must be solemn. They celebrate life through music, stories, friendship, drink, laughter, daring deeds, and the refusal to bow before unjust authority.

An Oath of Revels paladin believes that life is meant to be lived rather than merely endured. They break chains, challenge tyrants, encourage others to choose their own paths, and trust that a little audacity can sometimes persuade fate itself to look the other way.

Yet the favor surrounding these paladins is not always predictable. Their divine magic occasionally erupts into uncontrolled manifestations of Wild Magic, producing events that can be miraculous, disastrous, ridiculous, or all three at once.

Tenets of Revels

Freedom. Every person deserves the chance to choose their own path. Break chains, oppose coercion, and stand against those who use power to dominate others.

Joy. Life is precious because it does not last forever. Celebrate friendship, music, love, food, laughter, victory, and every hard-won moment of happiness.

Story. Live boldly enough to have stories worth telling. Seek new roads, take meaningful risks, make memories, and help others become the authors of their own lives.

Defiance. Authority is not righteousness. Kings, laws, traditions, institutions, and even gods may be challenged when they become instruments of oppression.

Oath of Revels Spells

The magic of your oath ensures that certain spells are always ready. When you reach a Paladin level shown below, you thereafter always have the listed spells prepared. They count as Paladin spells for you and don't count against the number of spells you can prepare.

Paladin Level 3: Bless, Tasha's Hideous Laughter
Paladin Level 5: Misty Step, Knock
Paladin Level 9: Haste, Hypnotic Pattern
Paladin Level 13: Freedom of Movement, Confusion
Paladin Level 17: Mislead, Seeming

Raise a Toast

As an Action, you expend one use of your Channel Divinity and raise a drink, weapon, Holy Symbol, or other celebratory gesture, rallying your companions with supernatural revelry.

Roll 2d8 and add your Paladin level. The total is a pool of Temporary Hit Points that you distribute as you choose among yourself and creatures of your choice within 30 feet of you.

A creature that receives Temporary Hit Points from this feature can immediately end either the Charmed or Frightened condition on itself.

Fortune Favors the Bold

As a Bonus Action, you expend one use of your Channel Divinity to invoke Olidammara’s favor for 1 minute.

For the duration, when you or an ally within 30 feet of you fails an attack roll, ability check, or saving throw, you can use your Reaction to add your Charisma modifier to the roll, potentially turning the failure into a success.

Revels

Revels

Your connection to Olidammara causes moments of extraordinary fortune to manifest as supernatural celebration, while the divine magic flowing through you is occasionally unpredictable.

Revelous Fortune

Whenever you roll a natural 20 on an attack roll, ability check, or saving throw, roll a d20 on the Revels table.

Unless an entry says otherwise, a Revel is purely cosmetic and provides no mechanical benefit or penalty.

d20 Revel
1 Unseen Applause. An invisible audience erupts into cheers and applause.
2 Sudden Rainbow. A brilliant rainbow briefly appears nearby, regardless of your surroundings.
3 Another Round. Nearby cups, goblets, or tankards magically refill with harmless celebratory drink.
4 Heroic Shadow. Your shadow briefly assumes an exaggerated heroic pose independent of your movements.
5 Musical Footsteps. Your footsteps create perfectly timed musical notes for the next minute.
6 Festival Colors. Your clothing and armor temporarily shift into extravagant celebratory colors.
7 Instant Replay. A brief magical image dramatically reenacts the moment that triggered this Revel.
8 Impossible Sunbeam. A warm beam of sunlight shines directly upon you, even where sunlight could not normally reach.
9 Divine Praise. An unseen voice loudly praises what you just accomplished.
10 Heroic Wind. A completely unnecessary but perfectly timed gust catches your cloak, hair, clothing, or similar objects.
11 Spotlight. A theatrical magical spotlight illuminates you for a few moments.
12 Fireworks. Harmless magical fireworks erupt overhead or in the nearest available space.
13 Unreasonably Handsome. For a few moments, your appearance becomes impossibly flattering and dramatically heroic. This grants no mechanical bonus.
14 Shooting Star. A brilliant shooting star streaks overhead. If no sky is visible, an illusory one appears anyway.
15 Backup Singers. An invisible chorus provides a brief musical accompaniment appropriate to the moment.
16 Distant Revelry. The sounds of distant laughter, celebration, clinking glasses, and tavern music echo around you.
17 Dramatic Dialogue. Your next spoken sentence receives perfectly timed supernatural musical and visual accompaniment.
18 Olidammara’s Toast. Olidammara’s likeness briefly appears in a nearby drink, reflective surface, or flicker of light and acknowledges your success.
19 Cinematic Moment. Magical sparks, afterimages, dramatic lighting, or similar effects make what you just accomplished appear absurdly cinematic.
20 Perfect Revel. Roll twice more on this table and resolve both results. Reroll additional results of 20.

Wild Magic Surge

Immediately after you cast a Paladin spell of level 1 or higher, the DM can have you roll a d20.

On a roll of 1, roll on the 2014 Wild Magic Surge table and resolve the result normally.

Wild Magic Surge Table

d100 Effect
01–02 For 1 minute, roll on this table again at the start of each of your turns, ignoring this result if rolled again.
03–04 For 1 minute, you can see invisible creatures that are within your line of sight.
05–06 A DM-controlled Modron appears in an empty space within 5 feet of you for 1 minute.
07–08 You cast Fireball at 3rd level centered on yourself.
09–10 You cast Magic Missile at 5th level.
11–12 Roll 1d10. Your height changes by that many inches; odd shrinks you, even makes you taller.
13–14 You cast Confusion centered on yourself.
15–16 For 1 minute, you regain 5 Hit Points at the start of each of your turns.
17–18 You grow a beard made of feathers until you sneeze, at which point the feathers explode outward.
19–20 You cast Grease centered on yourself.
21–22 Creatures have Disadvantage on saves against the next spell you cast within 1 minute that requires a saving throw.
23–24 Your skin becomes a vivid blue until the effect is removed by magic such as Remove Curse.
25–26 For 1 minute, a third eye appears on your forehead, giving you Advantage on sight-based Wisdom (Perception) checks.
27–28 For 1 minute, spells that normally require an Action to cast instead require a Bonus Action for you.
29–30 Teleport up to 60 feet to an unoccupied space you can see.
31–32 You briefly disappear into the Astral Plane and return to your previous space, or the nearest available space, at the end of your next turn.
33–34 The next damaging spell you cast within 1 minute deals maximum possible damage instead of rolling.
35–36 Roll 1d10. Your age changes by that many years; odd makes you younger and even makes you older.
37–38 1d6 DM-controlled Flumphs appear within 60 feet, frightened of you, and disappear after 1 minute.
39–40 Regain 2d10 Hit Points.
41–42 Until the start of your next turn, you become a potted plant. You are Incapacitated and vulnerable to all damage. If the pot is destroyed, you return to normal.
43–44 For 1 minute, you can teleport up to 20 feet as a Bonus Action on each of your turns.
45–46 You cast Levitate on yourself.
47–48 A DM-controlled Unicorn appears within 5 feet of you for 1 minute.
49–50 For 1 minute, you can’t speak; bubbles emerge from your mouth whenever you try.
51–52 For 1 minute, a spectral shield gives you +2 AC and protects you from Magic Missile.
53–54 You can’t become intoxicated by alcohol for 5d6 days.
55–56 Your hair falls out and grows back within 24 hours.
57–58 For 1 minute, unattended flammable objects you touch ignite.
59–60 Regain your lowest-level expended spell slot.
61–62 For 1 minute, you must shout whenever you speak.
63–64 You cast Fog Cloud centered on yourself.
65–66 Up to three creatures of your choice within 30 feet each take 4d10 Lightning damage.
67–68 You are Frightened of the nearest creature until the end of your next turn.
69–70 Every creature within 30 feet becomes Invisible for 1 minute. The effect ends on a creature when it attacks or casts a spell.
71–72 You gain resistance to all damage for 1 minute.
73–74 One random creature within 60 feet becomes Poisoned for 1d4 hours.
75–76 For 1 minute, you emit bright light in a 30-foot radius. Creatures that end their turn within 5 feet of you are Blinded until the end of their next turn.
77–78 You cast Polymorph on yourself; if the spell affects you, you become a sheep for its duration.
79–80 Illusory butterflies and flower petals flutter around you for 1 minute.
81–82 You immediately take one additional Action.
83–84 Every creature within 30 feet takes 1d10 Necrotic damage, and you regain Hit Points equal to the total Necrotic damage dealt.
85–86 You cast Mirror Image.
87–88 Fly is cast on one random creature within 60 feet.
89–90 You become Invisible for 1 minute, and other creatures can’t hear you. The effect ends if you attack or cast a spell.
91–92 If you die within the next minute, you immediately return to life through Reincarnate.
93–94 Your size increases by one category for 1 minute.
95–96 For 1 minute, you and every creature within 30 feet have vulnerability to Piercing damage.
97–98 Faint supernatural music surrounds you for 1 minute.
99–00 Fortune’s Jackpot. Regain expended spell slots of your choice whose combined levels equal your Charisma modifier. No recovered slot can be higher than the highest-level Paladin spell slot you can normally possess.

Aura of Liberation

Your presence fills those around you with an irrepressible drive toward freedom.

While you aren’t Incapacitated, you and allies within your Aura of Protection can’t have the Grappled or Restrained condition.

A creature that is already Grappled or Restrained when it enters your Aura of Protection can spend 5 feet of movement to automatically escape, unless the effect causing the condition is magical.

When the range of your Aura of Protection increases, the range of this feature increases with it.

Turn the Tables

Fortune has a way of changing sides at exactly the right moment.

When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your Reaction to increase that creature’s AC against the triggering attack by an amount equal to your Charisma modifier, potentially causing the attack to miss.

If the attack misses because of this feature, you can immediately make one weapon attack against the attacker as part of the same Reaction, provided the attacker is within your weapon’s range.

You can use this feature a number of times equal to your Charisma modifier, with a minimum of one use. You regain all expended uses when you finish a Long Rest.

Angel of Inevitability

As a Bonus Action, you assume the aspect of inevitability for 10 minutes or until you choose to end the transformation.

Your presence no longer represents mere luck. To your enemies, it carries the overwhelming certainty that no escape, obstacle, or desperate act will prevent what is coming.

Freedom Unbound. You gain a Fly Speed of 60 feet and can Hover.

Your flight might manifest as spectral wings, impossible weightlessness, divine energy, or simply the unsettling sight of gravity ceasing to have authority over you.

The End Foretold. Whenever an enemy begins its turn within your Aura of Protection, it must make a Wisdom saving throw against your Paladin spell save DC. On a failed save, the creature has the Frightened condition for 1 minute or until it takes any damage.

Attack rolls against a creature Frightened by this feature have Advantage.

The fear created by this feature need not represent ordinary terror. A creature might instead experience a supernatural certainty that resisting you is futile and that its defeat has become inevitable.

Once you use Angel of Inevitability, you can’t use it again until you finish a Long Rest. You can restore your use of this feature by expending a level 5 spell slot. Restoring the feature in this way requires no action.

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