Oath of Revelry

Paladins who swear the Oath of Revelry make a solemn vow to party day and night until their hearts give out. The antithesis of stuffy, lawful crusaders, these emissaries of carousal travel the land, crashing parties and raising hell wherever they raise a glass. Authorities bristle at their arrival, but the youth cheer, for a Party Paladin is always accompanied by a good time.

 
TENETS OF REVELRY

Many paladins who swear the Oath of Revelry choose to abide by the Codicus Brodicus, a doctrine of moral judgments, both foul and fair, about the way one should conduct life and party. In general, paladins who take this oath abide by the following principles:

 

The Party Don’t Stop. Every occasion deserves celebration, and everyone should be invited.

Work Hard, Party Hard. Without planning and effort, a good bacchanal has no momentousness. Bring your “A” game to events.

Fight for Your Right to Party. Those who would stand in your way need to be reminded what it’s like to have a good time, or failing that, be circumvented.

 
OATH OF REVELRY SPELLS

You gain oath spells at the paladin levels listed.

Paladin LevelSpells
3rdCharm Person, Tasha's Hideous Laughter
5thCalm Emotions, Enhance Ability
9thCreate Food and Water, Hypnotic Pattern
13thCompulsion, Freedom of Movement
17thGeas, Rary's Telepathic Bond
 

Level 3: Channel Divinity

You gain the following two Channel Divinity options.

 

Conjure Drink. When you finish a long rest, you can use your Channel Divinity to summon to your flask a frothy ale from the heavens itself. Up to three creatures can drink from this flask, and each has advantage on the next saving throw it makes before it takes a long rest, after which the buzz wears off. When you take a short rest, any remaining ale becomes nonmagical.

Song and Dance. You can use your Channel Divinity as an action to dance a catchy jig. Each creature you choose within 15 feet must make a Wisdom saving throw or join in. Creatures continue to dance as long as you do.

Creatures that can’t be charmed are immune to this effect. This effect ends for a creature if you choose to end it on your turn (no action required), or if the creature reattempts the Wisdom saving throw at the end of its turn and succeeds.

A creature that is dancing spends all its movement tapping its feet and shuffling about without leaving its space. It also has disadvantage on Dexterity saving throws and attack rolls that rely on Dexterity.

 

Level 7: Aura of Fraternity

You and your allies fight better together. While you have one or more ally adjacent to you, you and each of your allies within 5 feet deal an extra 1d4 damage on melee attacks.

At 18th level, the range of this aura increases to 15 feet.

 

Level 15: Merrymaker

When you or a friendly creature within 30 feet of you makes an ability check or saving throw that doesn’t have disadvantage, you can cause it to be made with advantage.

You can use this ability three times, and regain all expended uses when you finish a long rest.

 

Level 20: Party Animal

You can use your action to transform into an embodiment of partying. You sprout horns like a satyr and emanate a 30-foot aura of gaiety. For the next minute, you and friendly creatures within the aura can’t be blinded, deafened, exhausted, or poisoned. Additionally, at the start of each of your turns, you and each friendly creature that isn’t incapacitated within the aura regains 10 hit points.

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

 


 

Comments

Please Login in order to comment!