Paladin
Base Class: Paladin

 

The Oath of Irony is rooted in mindfulness, reflection and humor, holding a paladin to scrutinize the world around and within them for hypocrisy and non sequiturs. Knights of this oath, sometimes called contrarians or holy fools, are just as often viewed with contempt as with admiration. Their mission is to make the world aware of its own absurdity through wit and wiles, whether it would like to know or not. For a paladin of this order contrast and opposition are both beautiful and necessary, illustrating the truths hidden behind ignorance, and therefore stirring the pot is a method to both agitate and discover. They use juxtapositioned designs in their coats of arms and on their armor - night and day, devils and angels, chaos and order - to represent the unity that comes from recognizing and accepting the ironic duality inherent in all things.


Tenets of Irony
The tenets of the Oath of Irony hold a paladin to understand and accept and absurdity of everything.
 
The World is Dynamic Beneath. There is no such thing as a simple thought, action, situation or person. Complexities will always show themselves when the neutral state of things is disrupted.
The World is Blind to Itself. Few can recognize the second side of their own coin, yet fewer can of others'. A creature knows only what it wants to know, and sees only what is most convenient for its agenda.
The World is Hidden in Plain Sight. The true nature of things lies open to see, if one only looks for it. For those who cannot see, you must be the one to direct their eyes upon it.
The World is Absolutely Hilarious. The more of the world one knows, the more of a joke it appears. Allow its punch-lines to discover and share in your mirth.
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
 
Victory Spoils. You can use your Channel Divinity to undermine a competitor at their highest moment. When you lose a contested ability check, you can use your reaction to give yourself a +10 bonus to the check if this would allow you to win the contested check.

Reap What You Sow. You can use your Channel Divinity to force a creature to share in the suffering it causes. As a reaction when a creature you can see inflicts the blinded, charmed, deafened, frightened, grappled, paralyzed, petrified, poisoned, restrained, or stunned condition on you or a creature friendly to you, you can force the creature to make a Wisdom saving throw. On a failed save, the creature becomes afflicted with the same condition that it applied.
 
The creature can repeat this save at the end of each of its turns, ending the effect on a successful save.
 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Rejection

Starting at 7th level, your mere presence rejects and reflects your foes' blows. When you or an ally within 10 feet of you is damaged by a creature that you can see, you can choose to roll 1d4 and reduce the damage taken by that amount. The attacker then takes force damage equal to the damage reduced. You can do this no more than once on each creature's turn.

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

Full Circle

Starting at 15th level, you can give your opponents a second chance to land an attack, though maybe not where they were intending. When a creature misses you with a melee weapon attack, you can use your reaction to force the creature to make another attack roll against their own AC. On a hit the creature takes half the normal damage of the attack.

Flawless Fool

At 20th level you can take the form of a perfect contrarian, humbling the strong and reveling in your weakness. You can use your action to gain the following benefits for 1 minute:

When you have disadvantage on an attack roll or saving throw you can choose to have advantage on that attack roll or saving throw instead.

No creature can have advantage on their attack rolls against you or on their saving throws due to effects originating from you.

When you deal damage to a creature as part of a reaction or through your Aura of Returning feature, you can add your Charisma modifier to the damage dealt.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
 

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