Oath of Festivity
The Oath of Festivity appeals to paladins with an unquenchable zest for life and the need to spread it to others. When times are darkest and gloom casts a shadow over the people, these paladins are there to bring joy back into the lives of their comrades and allies. 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.
However, they do not take disturbing or saccharine pleasure in the destruction of their foes. Nor are they tactlessly excitable in grim circumstances. Somber encouragement or a stiff drink offered without a word can restore the spirit as much as a feast, though occasions for feasts and revels are to be taken at every opportunity.
Tenets of Festivity
The tenets of this oath call its adherents to care for the well-being of others as well as themselves.
Fun. Life is a gift and every day a celebration to be relished. Create opportunities to enjoy it and alleviate boredom and misery wherever it exists.
Joy. Act as a persistent comfort to the hurting, and a source of happiness for those without it. Create experiences that will never be forgotten.
Plenty. No celebration is complete without abundant food and drink, and no life can be happy if it wants for basic necessities. Ensure there is comfortable excess in all things.
Hospitality. There is always room for another chair at the bar, another seat at the table, and another friend in your heart. Bring others into the fold and share with them.
Oath Spells
You gain oath spells at the paladin level listed.
Spell | Loot |
---|---|
3rd | ceremony, Tasha's hideous laughter |
5th | enthrall, skywrite |
9th | catnap, hypnotic pattern |
13th | Mordenkainen's private sanctum, Otiluke's resilient sphere |
17th | greater restoration, hallow |
Good Host
You gain proficiency in your choice of cook's utensils or brewer's supplies.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Rebuke the Sober. You can use your Channel Divinity to bring revelry and merriment to others, for their benefit or detriment as you choose. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, the target becomes poisoned and charmed by you for 1 minute. The affected creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Rejuvenation. In quiet moments, you can use your Channel Divinity to prepare a source of relief for others at the end of a short rest, such as comfort food, a stiff drink, or kind words. Any creature that can see or hear you regains hit points equal to your Charisma modifier, and is cured of one curse, condition, or disease of your choice.
Aura of Revelry
Starting at 7th level, your incorrigible excitement suppresses fatigue. While you are conscious, you and friendly creatures within 10 feet of you do not suffer the effects of the blinded, deafened, exhausted, poisoned, and unconscious conditions, unless the creature in the aura suffers the condition willingly or currently has 0 hit points. Affected creatures are not cured of any conditions they suffer, and the effects return when a creature leaves your aura.
At 18th level, the range of this aura increases to 30 feet.
Dramatic Entrance
Starting at 15th level, you gain an impeccable sense of dramatic timing that allows you to enter the fray with a thrilling buildup and explosive introduction. From the beginning of any combat until the start of your first turn, you have advantage on checks and saving throws, and during your first turn you can take an additional action.
In addition, you cannot be surprised.
Life of the Party
At 20th level, you can use an action transform into a brilliant source of reinvigorating joy for 1 hour. In this state, you radiate rays of multicolored bright light in a 300-foot radius, which dispel magical darkness and reveal illusions, which appear as ghostly, monochrome apparitions. The light also reveals creatures that are hidden or in the ethereal plane. You can choose to exclude a creature or illusion from this effect.
While transformed, you and creatures of your choice within 60 feet of you cannot be blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, or stunned, and any levels of exhaustion a creature is suffering are removed when it starts its turn within 60 feet of you. The first time a creature of your choice enters this aura or starts its turn there, it gains the benefits of the death ward spell, which last until your transformation ends. Once a creature gains this benefit, it cannot do so again until your next transformation.
Once you use this feature, you can't use it again until you finish a long rest.
Knightly Process, Kekai Kotaki.
A Knight Walking Around, Kekai Kotaki.
This content is no longer up-to-date. It exists as part of a larger document, The Warrior's Codex, which can be found here