Base Class: Paladin
The Oath of Revelry calls to paladins who believe that the highest form of spirituality can only be attained when uninhibited by worldly concerns. Freedom, personal choice, and passion are keys to experiencing all that life has to offer, and these paladins are champions of these causes. These paladins seek to uphold only the most prime laws passed down from the gods, and any worldly laws are better suited to keep the idea of civilization going, rather than be a guiding policy for enjoying life to its fullest.
Sometimes known as the singing knights, or the 'party knights', these paladins seek to protect the common folk not only from physical harm, but from spiritual and emotional attacks. More concerned with breaking down rigid social and institutional structures that serve to confine or limit quality of life, they seek to enable those not able to defend themselves from being subjugated by another's rule.
TENETS OF REVELRY
The tenets of the Oath of Revelry mean something a little different to every paladin in a unique way, holding a different meaning to each one.
Stoke the Fire. Passion is a source of immense power when used for righteous ends. Use your passion to light a fire in others and encourage revelry.
Spread the Wine. Be a fountain of debauchery and festivity to those in trying and grim times. Let your revelry be a beacon in a forlorn world, and share yours with others in need.
Unchained Melody. Freedom is nothing if not ubiquitous. As long as the world isn't free to dance and party together as one, your work isn't done.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Revelry Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Revelry Spells
| PALADIN LEVEL | SPELLS |
|---|---|
| 3rd | hideous laughter, sanctuary |
| 5th | detect thoughts, suggestion |
| 9th | hypnotic pattern, slow |
| 13th | freedom of movement, confusion |
| 17th | mislead, 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.
Party Starter. You can spend your Channel Divinity to dance a catchy jig. As an action, you present your holy symbol, let loose a wild cry, and begin dancing. Each creature you designate within 30 feet must make a Wisdom saving throw. On a failure, they let out a wild cry and begin dancing with you. Creatures continue to dance as long as you dance. This effect ends for a creature if you stop on your turn (no action required), or if the creature reattempts and succeeds the Wisdom saving throw at the end of its turn. Any creature that is immune to being charmed is unaffected by this feature.
A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
Sacred Attraction. You can spend your Channel Divinity to augment your charm with divine radiance. As an action, you present your holy symbol, creating an aura of beauty and grace around yourself. For the next minute, you make Charisma (Persuasion) and Charisma (Performance) checks at advantage. If the creature you are communicating with has been harmed by you or your companions, this feature has no effect.
Aura of Distraction
Starting at 7th level, your boisterous presence exudes so strongly that you can draw hostile attention away from your allies. While you are conscious, any attacks made by a hostile creature within 10ft of you against a target other than yourself are made at disadvantage.
If a creature is dancing with you, it cannot attack another creature other than you, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.
At 18th level, the range of this aura increases to 30 feet.
Social Influencer
Starting at 15th level, when you or an ally within 30 feet makes an ability check or saving throw that doesn't have disadvantage, you can cause it to be made with advantage. You can use this ability three times, and regain all expended uses when you finish a long rest.
Hedonism Maximus
At 20th level, you gain the ability to embody supreme debauchery. As an action, you can become supernaturally intoxicated in a frenzy of indulging in your vices, after which you are intoxicated for 1 hour, followed by 10 minutes of unconsciousness.
While you are intoxicated, you game the following benefits:
- You have resistance to all damage.
- You have immunity to psychic damage.
- When you roll initiative, you can replace your roll with a 20 if it was lower.
After becoming supernaturally intoxicated, you must finish a long rest before you can do so again.
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Posted Aug 26, 2020This is the best Paladin oath ever. Would love to make a paladin just for this, seriously. 7th level and 15th level could use some more explanation, but it is a fun concept.