Paladin
Base Class: Paladin

Oath of Throwing it Back

The Oath of Throwing it Back was performed by those who respected and appreciate the Liberal Arts. Sometimes called bouncers, bootyguards, or just plain thicc. These knights value the arts of seductive bards and incorporate their jiggly ways into their mobile defensive tactics. Weather they wear less to impress or tank up so their walk speaks for itself, no evil king or dragon can stand against them.

Oath Tenants

  • Be the Music: Remember the motto that keeps your act tight: With the arc in our backs, our ass shal clap.
  • Don't stop the Music: The dance empowers you and you came to empower others, defend your partygoers.
  • Move to the Music: Inspired by the lifestyle of your charges, your very essence in combat should be enchanting and graceful.
  • Protect the Music: Wild parties lead to wild night, make sure everyone gets home safe.

 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

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.

All eyes on me. You can use your Channel Divinity as an action throwing it back with the magic of your moves. All hostile humanoid creatures within 30 feet that can see you must make a Wisdom saving throw against your paladin spellcasting DC. On a failure, they become unable to take a move action for 1 minute. The creature repeats the saving throw at the end of turns. On a success, they free themselves from the effect and are immune for the next 24 hours.

Throw it Back for my Homies Starting at Level 3, you can use your Channel Divinity as an action, subtly infusing the chaos of battle with your wiggly energy influencing your ally, your grant a creature you see within 10 feet resistance to bludgeoning, slashin, and piercing damage for 1 minute as they pop, lock, and drop to magically absorb the blows.

Twerk it together

Starting at 7th level, your confidence and sweat sweat moves are infectious. You and allies within 10 feet of you are immune to fear effects. The effect requires you to be conscious and not stunned.

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

Passive Feature

Starting at 15th level, your never ending Divine or Profane romp has quickened you reflexes to allow you the best set up to get down.You can add  your Charisma modifier to your Initiative toll at the start of combat.

Transformation Feature

At 20th level, as an action, you can become an avatar of the music itself, taking on an appearance of your choice. Some change into an even more irresistible or curvaceous bod while others materialize harmless props to further enhance their performance such as fake (yet awesome!) swords and purple blankets. You gain the following benefits for 1 minute:

  • Enemies creatures within 10 feet of you have disadvantage on saving throws against you.
  • Ranged attacks against you are made with disadvantage.
  • Enemy creatures that start their turn within 10 feet of you must make a Wisdom saving throw. On a failure, the become Paralyzed for the duration of your transformation.

Once you use this feature, you can’t use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes