Oath of the Clown

Whether your mind was warped by a visit to an enchanted circus, or you simply one day saw the funny side of... something or other, something drove you down the sanity defying path of the clown. Sometimes called "smiling knights," paladins of the clownly disposition are not inclined to side strongly with good or evil, but only with their own humorous sensibilities.

Tenets of the Clown

As a paladin, you are bound to a strict code of conduct, inclining you towards lawfulness. But as a clown, you must sow the seeds of anarchy wherever you go, inclining you towards chaos. To rectify this, the order of clowns has created a new alignment: Lawful Chaotic. Your mantra as an Oath of the Clown paladin is based on this philosophy.

Nobody likes a Killjoy. Wherever you go, there are always people putting a damper on other peoples' moods. That may take the form of a tyrannical dictator, some goody-two-shoes moral busybody, roving bandits, or an anti-heroic vigilante brooding and giving a dreadful monologue... Regardless, if you see something that meets your definition of killing the mood, you must act.

Everything is funny. Whether your inclinations are towards being a killer clown or a silly clown, or teetering on that knife edge betwixt them, its important to keep up the comedic atmosphere. Some folks have underdeveloped senses of humor, so they may be less inclined to appreciate jokes being cracked at... say... a funeral, or perhaps some grand and oh so serious medal ceremony, but that shouldn't stop you! Honk honk!

Bottom Text. As harbingers of delight and cheer, we don't live in isolation. No. We live in a society. Civilization is a fickle thing. It strives for prosperity, yet cannot help but to impose destruction on itself. Crime, war, pineapple pizza. The signs are everywhere. The more desperately society pushes for order, the worse this counterbalancing mayhem becomes. To prevent all out annihilation, the balance of law and chaos must be maintained.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Clown Spells

Paladin Level Spells 3rd dissonant whispers, hideous laughter 5th crown of madness, enthrall 9th fear, hunger of hadar 13th confusion, evard's black tentacles 17th contact other plane, dominate person

Channel Divinity

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

Clownlike Reflexes. Like all clowns, your connection to reality, both mental and physical, is unstable. As an action, you can focus this instability to avoid harm using your Channel Divinity. For 1 minute you can use your reaction to reduce an attack roll against you by an amount equal to your Charisma modifier.

One Man Show. Your studies of the way of the clown have given you the ability to exert a volatile psionic aura. You can use your Channel Divinity to seep psychic poison into the minds of creatures who are more strongly tapped into the plane of thought. As an action, you present your holy symbol and begin to hum maddening rhythms in the echo chambers of your mind. Within 30 feet of you, all creatures of your choice that are Aberrations, Psions, or have cast spells of the Divination, Enchantment, or Illusion schools of magic in the last hour must make a Wisdom saving throw. On a failure, the target succumbs to the effects of the spell: Tasha's Hideous Laughter.

Aura of Clarity

By 7th level, your clownish transcendence from the shackles of sanity allows you to protect yourself and your kin from psionic assault. When you or a friendly creature within 10 feet of you makes an Intelligence, Wisdom, or Charisma saving throw, that creature regains a number of hit points equal to your Charisma modifier (minimum of 1). The hit points are regained after the effects of the triggering event take place.

At 18th level, the range of this aura increases to 30 feet.

Thou Art Glue

Beginning at 15th level, when you succeed on an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to redirect the effects of the triggering event at a new target. You can use this feature a number of times equal to 1+ your Charisma modifier (minimum of 1). You regain expended uses when you finish a short or long rest.

Clown Drill

At 20th level, you can use your action to imbue your attacks with the might of the most destructive tool in any clown's arsenal: the Clown Drill. A spiraling lance that twists the mind as it penetrates the body. For one minute, your melee attacks gain a reach of 10 feet if their reach was previously less, and when you hit an opponent with a melee attack you deal an additional 1d8 psychic damage.

Whenever you hit an opponent with a melee attack during this time, they must make a wisdom saving throw. On a failure, the target succumbs to the effects of the spell: Tasha's Hideous Laughter.

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