Paladin
Base Class: Paladin

The Oath of Inspiration is a paladin's vow to spread the greatest music (or maybe poetry) throughout the land. Sometimes called fanatics (or fans for short), these warriors carry around magical music players to spread to good vibes (for example, your holy symbol might be a walkman from the future that has all the best Chicago songs) (In the case of poetry, it might be a book of poems). They hold themselves to the highest standards of vocal media/practice, and some might criticize others by the same standards. Many who swear this oath are admirers of talent and skill, and they measure their devotion to their inspirer by their own practice. Their inspirers (the writers or singers of their chosen music/poetry) are their ideals, and they will often spend hours a day practicing to become more like them.

Musical Proficiency

You can choose one instrument to be proficient in

Channel Divinity

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

Flashy Strike. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma (Performance) modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits a deep, brassy note in a 30-foot radius that can be heard whenever you strike. 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. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Charm the Unsuspecting. As an action, you use your holy symbol to play or perform your chosen music, using your Channel Divinity. Each unwilling or unsuspecting creature that can hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed for 1 minute or until it takes damage, and it is also stunned.

A creature stunned by this means may make another Wisdom saving throw on its turn to recover from its stunned state. On a success, it will remain charmed if the charm has not been broken.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Inspiration Spells

Aura of Inspiration

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be frightened and gain advantage on Charisma saving throws while you are conscious.

At 14th level, the range of this aura increases to 30 feet.

Confidence

Beginning at 15th level, you have advantage on performance and persuasion rolls. 

If some effect gives you disadvantage on these rolls, make a normal roll and add 1 to the result.

Inspired Warrior

At 20th level, you can assume the form of your ideal of inspiration. Using your bonus action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • Your theme song plays for all to hear within 60ft, causing enemies who have not been harmed by you to be charmed.
  • You are immune to psychic damage and can't be charmed.
  • You and any allies within 30ft of you when you first use this ability gain Truesight for 1 minute, with a range out to 60ft.
  • You have advantage on saving throws maintain concentration on a paladin spell you cast.

After using this feature, you must finish a long rest before you can use it again.

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