Paladin
Base Class: Paladin

While the words may vary, but mainly because they're slurred. Paladins of this oath generally know what it's all about, even if they aren't able to verbalize it.

Revelry: You must celebrate with noise and drink.

Drink: Drink. Then Drink some more.

Keep the Party Going: The party must go on, creatures of evil shouldn't be allowed to interfere.

Aura of the Drunkard

Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to poison as well as advantage on saving throws against poison. Creatures are allowed to make constitution saving throws against alcohol with twice their proficiency bonus if they desire to do so. In addition, you give off a warm presence that would make you more likable at social occasions.

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

Oath Spells

You gain spells at the listed paladin level on the Oath of the Revelry spell table.

3rd: Charm Person, Sleep

5th: Blur, Suggestion

9th: Haste, Major image

13th: Freedom of Movement, Vitriolic Sphere

17th: Modify Memory, Seeming

Drunken Death Defiance

Your attunement with alcohol allows you to remain past a normal death. 

If you drop to 0 hit points but not killed outright you can instead go to 1 hit point. Once you have done this, all alcohol within 30ft of you vanishes if not already imbibed.

You also don't gain any downsides while drunk. You also have immunity to poison damage.

Spirts of the Spirit

At 20th level the drink in your system combines with your divine power to manifest an avatar of alcohol. For 1 minute your body is surrounded by glowing alcohol that produces 10 feet of bright light and 10 feet of dim light after that. In this form you gain the following benefits:

-You have immunity to being grappled and restrained.

-You may use your bonus action to shoot out the alcohol like a whip and make a melee weapon attack using your Charisma. On a hit this attack deals 2d8 + Your Charisma Modifier Radiant damage. This attack has a reach of 10 feet.

-On a hit with this bonus action attack, you may make an attempt to grapple the creature with your glowing alcohol. If a creature is grappled by your glowing alcohol, they are considered restrained and must use an action to break out on their turn. The DC for your grapple is equal to your spell save DC.

-You may walk across liquid surfaces as if it were normal ground.

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

Chanel Divinity

When you take this oath at 3rd level, you combine alcohol with the divine to gain the two following channel divinity options.

Drunk's Luck: You can use your channel divinity to make an attack that would miss, hit instead. Doing so allows you to use your base divine smite damage without expending a spell slot.

Turn the Sober: You can use your Chanel Divinity to force every Fey, Feind, and Celestial to make a constitution saving throw against your spell save DC or be charmed (by you) and drunk for 1 minute, or until they take damage.

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