Paladin
Base Class: Paladin

The Oath of Throwing It Back calls Paladins to uphold the highest standards of the Performing Arts, both in physical technique and in emotional investment. Though dance is a popular practice among all the peoples of the world, and some Bards even employ it to an extent in combat, Paladins of this oath take it to an extent some may call excessive. Many Paladins of this oath are gorgeously toned, with cake to spare, and their armor may be designed to allow for more liberal movement and to highlight their most prized features. Utilizing the raw power of pelvic choreography, these Paladins rile up teammates and devastate foes in the name of dance.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Dance Battle. As an action, you issue a challenge that compels creatures to engage with you in a dance battle. One or more creatures that you designate that can hear and understand you must make a Wisdom saving throw. On a failed save, the creature must compete with you, though it isn't necessarily hostile to you. The rules and stakes for each Dance Battle are determined by you (with your DM's approval.) The rules must apply in the exact same way to all contestants, and each contestant must be comfortably capable of following the rules. The stakes, however, can be different, such what can be won or lost is of roughly equivalent significance to each contestant. The rules and stakes must be set before the Dance Battle begins, and cannot be changed after it has begun.

The dance battle ends when the winning conditions as outlined in the rules are met and a winner is decided, or if all of the contestants are incapable of continuing.

Party Time. As an action, you present your holy symbol and speak a prayer summoning a disco ball, neon lights, or other festivity implements to fill the space around you. This space can be a single room, or an outdoor area no greater than 100 square feet. Creatures playing music in this space can choose to have their music magically amplified and/or supplemented.

You can choose to keep this effect active for up to an hour. If the effect is active for its full duration, non-hostile creatures inside the space can gain the benefits of a short rest despite performing activities that are more rigorous or strenuous.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Debauchery

Starting at 7th level, whenever you or any friendly creatures within 10 feet of you makes a Charisma (Performance) or a Charisma (Intimidation) check while dancing, they can treat a d20 roll of 9 or lower as a 10.

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

Audacity of Spirit

Beginning at 15th level, your glorious physique earns you the attention and favor of those you meet. You can cast charm person at will without expending a spell slot. To do so, you must first perform for the target for at least one minute.

Party Hero

At 20th level, your groove is so strong that it manifests itself into audible music. You gain the following benefits:

  • A backing track of splendid quality accompanies you wherever you go, and can be heard from up to 100 feet away from you. The music is never so loud that it is difficult to hear other creatures speaking normally. The music changes to adapt to the situation; for example, it may be an energetic club beat for a wild party, or a somber melody for a time of mourning. You may also choose to accompany music that is already being played. You may use a bonus action to silence the music, and a bonus action to resume playing it once again.
  • While your backing track is audible, you have advantage on all Charisma checks directed at non-hostile creatures within 100 feet of you.
  • While your backing track is audible, creatures within 100 feet of you have disadvantage on saving throws against your Enchantment spells.

Creatures that are deafened or otherwise cannot hear are immune to these effects. If you attack a creature or deal damage to it, none of these effects work against that creature until you finish a long rest.

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