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Oath of Ale

Sacred Paladin Oath

by FABIAN KIERSE

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Oath of Ale
“Welcome, friends! Long life to you and yours!” On a failed save, the creatures feel intoxicated as if
effected by alcohol, causing them to stumble and laugh.
— Gideon Greybrooke, Ealderman of Felmaril
For up to 1 minute, anytime the creatures move more
than 5 feet, they need to succeed on a Constitution
Sacred Oath saving throw against your spell save DC, or fall prone
and lose the rest of their movement.
You are one of the Alesworn Paladin, a paragon of If the creature were hostile to you or your allies when
stouts, a heroine of hops and barley. Yours is the power you invoked your Channel Divinity, they are considered
of debauchery, all in the name of your deity. poisoned for the duration.
Wanton Destruction. Your Channel Divinity turns
Tenets of the Ale others around you against one another. As an action,
The tenets of ale are as simple as they are meaningful.
you can force any humanoid creature in a 20 foot radius
Courage. Be it in liquid form or not, your courage to make a Wisdom saving throw against your spell save
rouses you to stand against oppression and villainy. DC.
Though not completely unaccustomed to a bit of On a failed save, any effected humanoid must
mischief and fisticuffs yourself, you don't take kindly to immediately make a melee or ranged attack against the
malevolent acts of dishonesty and cowardice. You nearest creature to it, with a +1 bonus to attack and
would rather see people lift each other up than knock damage rolls.
each other down. Unless it's for a lark. Any creature hit by one of these attacks gains a +2
bonus to attack and damage rolls against the humanoid
Capers. Try new things, whether it be an exotic brew,
that attacked it. This bonus lasts until the end of your
a voyage to an unknown land, or an underwater
next turn.
seahorse race. Be up for anything, because why
wouldn't you be? Marvelous Flagon. Provided that you carry a tankard
as a holy symbol, as an action on your turn, you can lift
Camraderie. It's no fun to drink alone. Keep your that tankard to the lips of a willing creature, yourself
friends close. Find new friends. Teach them how to included. The tankard magically fills with delicious
have a good time. Never betray their trust. rubicund ale.
Carousing. You are an avatar of merriment. If there If the creature partakes of the ale, it regains 2d4+2
are festivities to be had, you will not rest, until the last HP. If it is currently poisoned, frightened or charmed,
cask runs dry. And if the dour hardships of life weigh the creature can make a saving throw with a bonus
heavy on you and your companions, you find the right equal to your Charisma modifier against a DC of 16,
way to remind everyone around of everything pleasant ending the effect on a success.
and joyous worth fighting for in the world. The tankard can not be used in this way, if it is
currently submerged in any liquid, including ale or
Distilled Virtues liquor.
You have a trove of experience and enthusiasm in At 11th level, the regained HP increase to 4d4+4.
regards to alcoholic beverages. You gain proficiency
with Brewer's Supplies. You can use a tankard, edged Oath Spells
with motifs of your deity and worth at least 5 gp, as a You gain Oath Spells at the Paladin levels listed.
holy symbol for your Paladin spells.
Oath of Ale Spells
At 9th level, you gain resistance to poison damage.
Paladin Level Header
Channel Divinity 3rd Grease, Sleep
When you take this oath at 3rd level, you gain the 5th Blindness/Deafness, Calm Emotions
following Channel Divinity options: 9th Hypnotic Pattern, Slow
Intoxicating Mirth. You can use your Channel 13th Confusion, Vitriolic Sphere
Divinity to exude cheerfulness and the rush of life and 17th Mislead, Modify Memory
liquor to others around you. As an action, you can
choose a number of creatures you can see in a 30 foot
radius around you to make a Wisdom saving throw
against your spell save DC. The number of creatures
equals your Paladin level.

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Aura of Beguilement
At 7th level, an air of irresistible allure surrounds
you. While you are conscious, you and any ally within
10 feet of you can use an action on their turn to attempt
to charm a creature within 5 feet. The creature needs to
succeed on a Charisma saving throw against your spell
save DC, or charmed for 1 minute or until it takes
damage. While it is charmed, the creature is friendly to
you and your allies.
Additionally, you and your allies in the aura have
advantage on saving throws against poison.
At 18th level, the range of this aura increases to 30 feet.

Begone from these Halls


At 15th level, you no longer tolerate those who would
spoil your celebrations. You can no longer be
frightened.
When a creature targets you with a fear effect, roll a
contested Charisma check against the creature. If your
result is higher, you reverse the effect, causing the
creature, and any of your enemies within 20 feet of you,
to be frightened of you for 1 minute.

Apotheosis of Ale
By the time you reach level 20, your body has long
surpassed the limits of mere mortals, when it comes to
drinking spirits of any kind. Legends are sung of the
feasts and festivities you attended. None of your
enemies would refuse to share a drink with you, or at
least pour out a few glasses in your honor, should you
ever breathe your last. Drink from the Cup of Life
You gain the following benefits:
• You are immune to poison damage. Anytime A veritable cornucopia of gods and goddesses look kindly
your allies within 30 feet of you are targeted upon champions who regard revelry and sociability as the
by a poison effect from a hostile creature or best forms of worship. Among the chief deities
trap, the targeted ally gain 5d10 temporary HP, representing domains like Life and Nature are Chauntea
right before the effect is resolved. and Lliira, as well as Milil, Silvanus, Demeter, Hathor,
Heimdal and Tymora. Your DM can help you find other
• When finishing a long rest, you take the fist
deities that might welcome your service to different
swig of the day, steeling you for any obstacles domains, like Trickery, Protection, or even the Grave.
you might encounter. Roll a d20 and add your
Charisma modifier. Increase your maximum Different races or regions of the world produce different
HP by the resulting amount, until the start of variations of flagons or steins. Your particular tankard
might be carved from ancient follyoak or rare moonstone,
your next long rest. or forged from moth iron, inlaid with vanadinite. It might
• When finishing a short rest, you gain truesight, be inscribed with verses and vows to your deity, or depict
out to a distance of 120 feet, as the ale filling an ancient conflict or a great temple.
your tankard reveals the world for what it Regardless, the effervescent ale your deity bestows upon
really is. you via this vessel is unmatched by any mere mortal brew
• Anytime you use your Channel Divinity to in the material world. Some Alesworn Paladins lament the
concept that they will never taste anything as divine as this
invoke the Marvelous Flagon, the regained HP
ambrosia, and yet others try to find ways to bottle it up and
are increased to 8d4+8. distribute it in the world, not to make a profit, but to spread
the gifts of their worship of course. Usually to no avail, as
the liquid evaporates after a few minutes, and their
tankards might run dry for a fortnight or longer.

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