The Fool’s Oath goes back to the earliest myths of Falleron’s creation, capturing the aspects of curiosity, humility, and love that defined the trickster god it is so named after. Paladins who follow The Fool’s Oath are wanderers, peddlers, explorers, and poets more often than great warriors or devout fanatics. Instead, they seek to experience the world and do what good they can along the way. The wandering traveler offering a shared campfire, a simple meal, and good story to a stranger on the road might just be a paladin of the Fool, though if you asked her she likely would laugh and change the subject.
Tenets of The Fool
The tenets of the Fool’s Oath are passed down through word of mouth, often through humorous fables and the occasional self-deprecating memory of past failures. The Fool’s oath focuses upon exploration, storytelling, and humility, and tends to favor those of the neutral alignments. Their tenants ultimately boil down to the following:
You gain oath spells at the paladin levels listed.
|The Fool’s Oath Spells|
|3rd||Longstrider, Comprehend Languages|
|5th||Knock, Locate Object|
|13th||Freedom of Movement, Locate Creature|
|17th||Legend Lore, Mislead|
Humor is a Fool’s Armor
Starting at 3rd level, you begin to trust fast talk and faster feet in dealing with threats far more than you would a shield or breastplate. While you aren’t wearing armor or wielding a shield, you may add both your Dexterity and your Charisma modifier to your AC.
Starting at 3rd level, you must replace the fighting style you have previously chosen with either the Two Weapon Fighting style or Great Weapon Fighting style. You may switch your fighting style between these two whenever you gain a level in Paladin.
A Traveler’s Walking Stick
At 3rd level, you forsake using most weapons of war, instead preferring more practical items for both traveling and self defense. You lose all weapon proficiencies gained from your Paladin class. While following The Fool’s Oath you may only use Greatclubs, Clubs, or Quarterstaves and are considered proficient in these weapons. As they travel, followers of The Fool carve stories of their adventures into the wooden haft of their weapons, imbuing them with unique patterns and secret powers. Over a long rest you may carve your symbols into a new weapon in this fashion. Your carved weapon becomes impossibly heavy for any that attempt to lift it save for yourself (though it’s actual weight remains unchanged). Another creature must pass a strength check DC18 to lift your weapon, and holding it requires an additional check at the start of each of their turns. These weapons are altered once carved:
Greatclub – Deals 1d12 bludgeoning damage.
Clubs – Deals 1d6 bludgeoning damage and gains the Finesse property.
Quarterstaves – Deals 1d8 bludgeoning damage (or 1d10 with versatile).
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Weight of Experience. As an action, you can use your Channel Divinity to summon the weight of your experiences upon your carved weapons. For 1 minute you add your Charisma modifier to all attacks made with your carved weapons (with a minimum bonus of +1). If the weapon is not already magical, it becomes magical for the duration. The carvings upon your weapon also emit a bright light in a 20ft radius and dim light 20 feet beyond that of a color or colors of your choosing.
Hearty Tale. As an action you can use your Channel Divinity to draw attention to the fantastical tales of your travels and tell them with remarkable ease. For the next 10 minutes you gain advantage on Persuasion and Performance checks while holding your carved weapon.
Aura of Wanderlust
Starting at 7th level, you and friendly creatures within 10 feet of you may ignore difficult terrain while you are conscious. At 18th level, the range of this aura increases to 30 feet.
The Fool’s Favor
Starting at 15th level you can draw upon the Fool’s Favor in times of need. While seeming like a series of happy coincidences, this favor grants you and friendly creatures within 10 feet of you to have a series of lucky breaks for the next 10 minutes. Examples of these lucky breaks might include non-hostile vendors are willing to offer slight discounts; overheard conversations tend to have tidbits of useful information; crowds and traffic passively part as you pass through, allowing you to run at full speed through a crowd; those you seek to hide from have constant line of sight obstructions in terms of passing birds, branches, loud noises distracting from your sounds, or other odd coincidences providing you with advantage on stealth checks; enemies chasing you move as though through difficult terrain as they twist ankles and get caught on unforeseen obstructions; difficult terrain does not bother you as your feet passively find the best path through.
These benefits only apply to those friendly creatures within 10ft at point of casting, and only continue while those creatures remain within 10ft of you. Other lucky breaks may be allowed or suggested by your GM based upon your circumstances. Those passing beyond that range may get caught up in the effects of the favor for those remaining close and cause unforeseen complications for themselves. Once this favor wears off, it may not be gained again until after a long rest.
Been There, Done That
At 20th level, your experiences have taken you most everywhere in the world. You may draw a circle in the ground with your carved weapon to cast the Teleportation Circle spell and open a passage for you and your companions to any location you have previously been to before. This circle lasts for up to 1 minute. Once you have used this action, you may not use it again until after a long rest.