Base Class: Paladin
Considered depraved and unruly hooligans by most traditional paladins, the paladins who take the Oath of Revelry are true party animals, who dedicate their lives to spreading joy and merriment in the form of loud and extravagant revelries. These paladins are more likely to be seen in a tavern or in a party than on the battlefield, but it does not make them any less capable. While most paladins wield magic that enhances their weapon strikes and shields them from harm, paladins of the Oath of Revelry are charismatic and silver-tongued combatants who use mind-manipulating magic to lock their opponents in the same spirit of revelry as themselves. According to some people, the very presence of a capable Oath of Revelry paladin is enough to make people tipsy and giggly.
TENETS OF REVELRY
The tenets of the Oath of Revelry encourage paladins to live a life dedicated to spreading joy and merriment in all its forms to those who need it the most, without judgement.
Life Is A Party. There is joy and laughter to be found in every moment of life, no matter how dire a situation may be.
All Are Welcome. When you revel, let all who need joy in their lives join in with the festivities.
Indulge Without Judgement. Times of revelry are to be enjoyed as one wishes, hold no judgement towards substance nor person, unless they do harm upon others.
Life of the Party
Starting at 3rd level when you take this oath, you’re an expert at getting a party going. You gain proficiency in the Charisma (Performance) skill, and with one musical instrument of your choice.
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 | charm person, hideous laughter |
| 5th | calm emotions, ray of enfeeblement |
| 9th | create food and water, slow |
| 13th | freedom of movement, compulsion |
| 17th | modify memory, dream |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Reveler’s Charm. As an action, you can use your Channel Divinity to make yourself strangely charming and alluring to folk around you. For 10 minutes, you have advantage on either Charisma (Persuasion) checks, or on Charisma (Performance) checks (your choice).
Festive Recuperation. As part of a short rest, you can use your Channel Divinity to raise the spirits of yourself and your allies. You and all allies who took part of the short rest gain temporary hit points equal to your Charisma modifier + your proficiency bonus, and have advantage on the next ability check, saving throw or attack roll they make.
Aura of Revelry
Starting at 7th level, you constantly emit an aura that makes your foes lightly inebriated and tipsy, as long as you’re not incapacitated. Any enemies within 10 feet of you have disadvantage on saving throws to resist being charmed by you.
At 18th level, the range of this aura increases to 30 feet.
Seasoned Reveler
At 15th level, few have the same level of experience in partying as you do. You are immune to the charmed and poisoned conditions, and are immune to poison damage. Additionally, you can choose to automatically succeed on any Constitution saving throws you make to resist the effects of alcohol and similar substances.
Champion of Debauchery
At 20th level, you’ve learnt how to channel the aspects of festivity itself. As a bonus action, you can transform into an avatar of revelry and debauchery for 1 minute, or until you’re incapacitated. For the duration, you gain the following benefits:
- You gain a number of temporary hit points equal to your paladin level.
- Any creature of your choice that starts its turn within 10 feet of you must make a Constitution saving throw or become poisoned until the beginning of its next turn, as intoxicating fumes cause them to become magically inebriated.
- Whenever a creature attempts to attack you, you can use your reaction to force the creature to make a Wisdom saving throw. On a failed save, the creature is charmed by you until the beginning of your next turn and its attack is wasted.
You can use this feature once per long rest, unless you expend a 5th-level spell slot to use it again.
Previous Versions
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