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"Paladins sacrifice there lives for their cause all the time, I simply intend to make sure that when the time comes that I must sacrifice mine that it is a good enough story that people will actually tell it."

-Byron Heartblossom, an Oath of Panache Paladin

Often sworn to gods of performance or creativity, the penchant of those that take the Oath of Panache for rooting out evil is bested only by their passion for doing so in fantastic and spectacular ways. It is through the stories of their great deeds that they strive to thwart the will of evil by instilling hope into the hearts of the good.

These paladins -- usually called Swashbucklers, Dervish Dancers, or Bravos -- each unique and exotic in their own right. They are often identifiable by the flowing ostentatious garments and exotic baubles that they adorn themselves in, they shun armor in order to display their brazen courage and fearless agility.

Paladin

Level Feature 3rd Oath spells, Channel Divinity, Bonus proficiencies 7th Aura of Momentum (10ft) 15th Derring Dancer 18th Aura of Momemtum (30ft) 20th Enchanting Rhythm

Tenents of Panache

The oath of panache is an oral tradition that is passed down from mentor to student and is never exactly the same from one paladin to the next. Still the tenets of all paadins who take this oath revolve around these basic principles:

The greater the act the greater the glory. When you have passed and moved on into the afterlife the only thing people will have to remember you by will be the tales of your deeds, make sure they have some good stories to tell.

Live your fullest life. Seeking a comfortable afterlife does not mean forsaking the pleasures of the one you're living. Entertain the gods while you are alive so that they will welcome you when you are not.

Freedom to express. All people have a right to express themselves. You must protect this right at all costs.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Panache Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Panache Spells

Paladin Level Spells 3rd expeditious retreat, heroism 5th enthrall, misty step 9th beacon of hope, haste 13th confusion, freedom of movement 17th legend lore, modify memory

Channel Divinity

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

Dervish Dance You can use your Channel Divinity to enter an enchanting battle dance that confounds foes and increases in tempo as you weave through the battlefield. If you aren't wearing medium or heavy armor or wielding a shield you can use a bonus action to start a Dervish Dance which lasts until you finish a short or long rest. It ends early if you don medium or heavy armor or a shield. You can also dismiss the Dervish Dance at any time you choose (no action required). While your Dervish Dance is active, you gain the following benefits:

Whenever you attack a creature you gain a +1 bonus to your AC. This bonus stacks on itself but cannot be higher than your Charisma modifier. This bonus ends if you do not move at least 10ft on your turn.

You can use Performance instead of Acrobatics or Athletics checks made to jump.

Your movement speed increases by 15 feet.

Beguiling Bravado Your witty repartee, and the divine magic you infuse it with, can enthrall those around you and lubricate social interactions. You can use your Channel Divinity to cause every creature of your choice within 10ft to make a Wisdom saving throw. On a failed saving throw they are charmed by you for 1 minute. On a successful save they are unaware that you attempted to charm them but suffer no ill effects.

Bonus Proficiencies

You gain proficiency in the performance skill. Furthermore you may switch out the Fighting Style you selected at second level for the Two Weapon Fighting Style.

Aura of Momentum

Starting at 7th level, you and friendly creatures within 10 feet of you can't be knocked prone while you are conscious.

Furthermore, you and friendly creatures within this aura can take the Dash action as a bonus action on their turn.

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

Derring Dancer

Starting at 15th level you have become so infused with divine power that your strikes now confound your enemies, you make the battlefield move at your tempo. When you use the Divine Strike feature you can forfeit extra damage die to make the target make a Wisdom saving throw against your spell save DC. On a failed save the target takes damage from any dice you didn't forfeit and suffers a condition of your choice based on the amount of dice you forfeit:

2d8: Either charmed or knocked prone

3d8 Your choice from blinded, deafened, or poisoned

4d8 Either frightened or paralyzed

This condition lasts until the start of your next turn. On a successful save the target still takes damage from any dice you didn't forfeit but suffers no other ill effect.