Paladin
Base Class: Paladin

The Oath of Revelry has existed for as long as society has known the joys of laughter and song and art.  Paladins who swear this oath are as likely to be seen in a tavern or theater as they are on the battlefield, and they realize the impact of their deeds on both fronts.  Occasionally referred to as laughing knights or singing knights, the men and women who commit themselves to this oath recognize that they must shelter the common folk not just from physical danger, but from threats to spirit as well.  They know that sometimes, an artist’s brush can pierce as well as a blade, and that a rousing drinking song can heal wounds a potion cannot. These paladins travel where mirth is needed most, often clad in flashy colors surrounded by raucous music; walking embodiments of the joy they seek to preserve in the world. 

Tenets of Revelry

The precise wording of the tenets of the Oath of Revelry are as varied as those warriors who speak them, but at their core lies several principle beliefs that all such paladins strive to exemplify.

Create Comradery and the arts are tools man has made to combat the crushing grip of life’s challenges. Arm yourself with a jaunty toon, a full wineskin, and a hearty laugh and turn away the darkness.

Consume Eat, drink, laugh, and love with all the strength of your convictions and let your enjoyment shine bright upon a dreary world.

Share Bring joy and celebration to those in most need of a respite from grim times. A meal is all the more filling when shared with smiling faces, and songs all the sweeter when harmonies abound.

Inspire As an epic ballad or breathtaking portrait plants the spark of creativity in others, so your presence should inspire those you meet to be a source of merriment for others.

Channel Divinity

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

Painting Strikes. As an action, you can imbue one weapon that you are holding with bright, colorful creative energy. For 1 minute, this weapon emits bright light of a color or colors of your choice in a 10ft radius, and dim light in a 10ft radius beyond that. Additionally, when you hit a target with an attack using this weapon, it sheds dim colorful light in a 10ft radius. Any attack roll against an affected target has advantage if the attacker can see it, and the affected target can’t benefit from being invisible. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. The effect ends if you fall unconscious.

Intoxicating Humor. You can use your Channel Divinity to focus your jovial temperament into a wave of pleasant energy. As an action, you present your holy symbol, and each hostile creature within 30ft of you must make a Constitution saving throw. On a failed save, the creature’s thoughts and senses are dulled by the intoxicating effects of your exuberant spirit. As a result, for 1 minute, the creature’s movement is halved and attacks made by the creature are at disadvantage. Undead and constructs are immune to this effect.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Revelry Spells

PALADIN LEVEL

SPELLS

3rd

Color Spray, Hideous Laughter

5th

Mirror Image, Pyrotechnics

9th

Hypnotic Pattern, Major Image

13th

Confusion, Freedom of Movement

17th

Mislead, Seeming

Aura of Diversion

Beginning 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.

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

Fine Dining

Starting at  15th level, once per 24 hours, when eating a meal during a long rest, your merriment and welcoming spirit is so powerful that it can infuse the food and drink around you. You may choose up to six friendly creatures (which can include yourself). The prepared meal fortifies both heart and soul, and for the next 24 hours, any selected creatures gain resistance to poison damage, and roll at advantage during any saves to succumb to poison or disease.  

Master of Ceremonies

 At 20th level, you gain the ability to make yourself a beacon of mirth. As an action, you emanate an aura of exhilarating melodic sounds and brilliant waves of colors in a 30ft radius. For 1 minute, you gain the following benefits:

  • If a hostile creature enters your aura or begins its turn inside of the aura, it must succeed on a Constitution saving throw (DC equal to your spell save DC). If it fails, the target is assaulted by a cacophony of sounds and dazzling lights, becoming both blinded and deafened. At then end of each of its turns, the target can make a Constitution saving throw to regain its senses.
  • The sounds of merriment and laughter bend themselves to the aid of you and your allies. Each non-hostile creature in the aura (including you) deals an extra 1d4 thunder damage when it hits with a weapon attack, as audible booms of cheers and laughter erupt in force on contact and are audible out to 300ft.
  • Your allies are bolstered by the positive sensations of your aura, driving them to recover faster and rally for the festivities to come. Allies inside of your aura regain the maximum number of hit points possible from any healing.

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

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