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Oath of the Pranksters

The Oath of the Pranksters empower its paladins to take joy in life and to revel in the cunning nature of pranks. Through trickery and pranks, Pranksters bring smiles to their allies and themselves by getting one over on their enemies.   Also called motley knights, these paladins fight in armor adorned with vibrant cloth, bright paints, and glittering stones, and act as shining beacons of genuine excitement that stand against evils that douse the world in darkness, gore, and misery.  

Tenants of the Pranksters

A paladin who takes on the Oath of the Pranksters vows to bring pleasure to their allies and to bring woe to those who would oppose them.   Joy. No matter if it comes from a prank or not, you must lighten the moods of those around you.   Misfortune. To those that do wrong, you bring bad luck in droves. This misfortune must not branch to those who are undeserving of it.   Laughter. When you perform your pranks, you must get a laugh. If no one is laughing when you perform your duties, you have made a grave mistake.

Oath Spells

3rd-level Oath of Revelry feature
You gain oath spells at the paladin levels listed in the Oath of the Pranksters table. See the Sacred Oath class feature for how oath spells work.  
Oath of Revelry Spells
Paladin Level Spell
3rd grease, Tasha's hideous laughter
5th crown of madness, nathair's mischief
9th major image, stinking cloud
13th confusion, hallucinatory terrain
17th mislead, seeming

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.   Rebuke the Foolish. You can use your Channel Divinity to rebuke those who fail miserably. Immediately after an attacker within 30 feet of you misses an attack against a creature other than you, you can use your reaction to force the attacker to make a Charisma saving throw. On a failed save, the attacker takes psychic damage equal to the damage the attack would have done were it to have succeeded. On a successful save, it takes half as much damage.   Cause Fumble. As a bonus action, you can utter a word of distraction against a creature you can see within 10 feet of you, using your Channel Divinity. The creature has disadvantage on attack rolls for 1 minute or until it drops to 0 hit points or falls unconscious.

Aura of Hilarity

At 7th level, your very presence inspires a feeling of jovial fun in those around you, constantly putting forth a hilarious aura while you are not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.   Any ally within your aura has advantage on Charisma saving throws and can add your Charisma modifier to their attack roll once per turn. : At 18th level, the range of this aura increases to 30 feet.

Slapstick Strength

At 15th level, the innate humor of physical pain offers you a modest boon. When an enemy you can see is hit with a melee weapon attack or unarmed strike by an ally, you can use a reaction to regain hit points equal to 1d6 + half your paladin level at the start of your next turn.

Divine Comedy

At 20th level, you have become a force of true hilarity that radiates comedic energy wherever you go. As an action, you gain the following benefits for 1 hour:
  • You automatically succeed on Performance rolls and Charisma saving throws on anything but a 1
  • Any hostile creature that enters your Aura of Hilarity must make a Charisma saving throw, faling prone on a failed save
  • You have resisitance to psychic damage and are immune to the charmed and frightened conditions
Once you use this feature, you can’t use it again until you finish a long rest, or unless you expend a 5th-level spell slot to use it again.

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