Oath of Awesome

Boring years of devotion, pointless quests of vengeance, conforming to the ideals of an out of touch ancient; why should a paladin’s path be so stuffy?! It shouldn’t and you’re going to make sure of that. Fame, fortune, and fantastic beasts, that’s where you draw your power from. The more admired you are, the higher your winning streak, the stronger your powers become! Can you draw the raw powers of a paladin with only ego and avarice? You bet you can! Just be careful, because once you reach the top, it’s a long way to the bottom.

Tenets of Awesome

Savor the Limelight. Many look up to you (or will eventually). The example you set will far outlive you, make sure you leave a lasting impression. Welcome Challenge. You don’t become the best by having others fight your battles. If you want fame, you’re going to have to wrangle it yourself. Entertain the Masses. This world is full of too many harsh realities. It’s your job to give the people stories and celebrations they will talk about for years.

Embrace your Ego. Critics, monsters, and self-doubt may try to tear down your emotional worth. Show them how powerful your inner flame is. Tolerate no Slander. Everyone is jealous of those at the top but a smear on your name is a slight that cannot go unpunished. A fall from grace could leave you just as powerless as the common folk.

Sweet Streaks

By taking the Oath of Awesome, you are pledging to be the coolest person you can possibly be. Your success is built upon smaller successes and your power comes from your seeming inability to fail. Each time you roll a successful ability check, attack roll, or saving throw, you move up one rank on the Sweet Streak table. As you gain levels in this class, you unlock higher possibilities on the table. Each action must be unique, meaning you cannot collect a high streak by successfully dancing in place over and over (though you can attempt to start your day and streak with a joyful jig). If you fail any of these rolls, your streak is reset to bumped back down one tier and you lose any extra abilities you gained from the last tier you were at. The streak is reset after a long rest or if you use a hit dice during a short rest. Bonuses that effect the same thing are not cumulative. For example, have a streak of 8 will not grant you +4 to all damage rolls, only +3.

Streak Sweet Streak Bonus
1 You gain +1 to Charisma based ability checks
2 You gain +1 on all saving throws for the duration of your streak.
3 You regain hit points equal to your Charisma modifier.
4 You have +1 to attack and damage rolls for the duration of your streak. Unlocked at 7th level
5 You can change the next failed ability check, attack roll, or saving throw into a successful one, unless the roll is a 1.
6 You have +2 on all saving throws for the duration of your streak.
7 Allies within 30 feet of you gain 1d4 radiant damage to each melee weapon attack they make.
8 You have +3 to damage rolls for the duration of your streak. Unlocked at 15th level
9 You are resistant to non-magical bludgeoning, piercing, and slashing damage.
10 You can attack 3 times, instead of twice, when you take the attack action on your turn.
11 The next time you roll a 1 on an ability check, attack roll, or saving throw, you can change it to a 20.
12 You have advantage on Charisma based ability checks. Unlocked at 20th level
13 Roll a d8. You regain spell slots of your choice equal to that number.
14 You are immune to non-magical damage and take half damage from magical attacks.
15 You cannot have disadvantage on ability checks, attack rolls, or saving throws.
16 You have +2 to attack rolls and +4 to damage rolls for the duration of your streak.
17 You gain +2 temporary hit points for this success and each one after (to a maximum of 20 temporary hit points). These temporary hit points vanish if your streak is broken.

Losing Streak

If you roll a 1 on any ability check, attack roll, or saving throw, your Sweet Streak powers are immediately drained, and you begin following the Losing Streak table (starting at 0). Unlike the Sweet Streak table, you must work your way out of this table. Rolling a failure will move your streak down while a successful roll will move you up one step. Rolling a 20 will reset your streak counter on this table and push you to 1 on the Sweet Streak table. Taking a short or long rest also resets this table to 0.

Streak Losing Streak Penalty
-1 You have -1 to all attack rolls
-2 Your AC is reduced by -2
-3 You cannot use your proficiency bonus on any ability checks, attack rolls, or saving throws.
-4 You lose resistance or immunity to any and all damage types.
-5 You have disadvantage on all attack rolls.
-6 You cannot cast any paladin spells.
-7 You take 1d4 psychic damage for this failure and each failure after it until you move up on this table.

Channel Divinity

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

Turn Uncool. As an action, you present your holy symbol and shout harsh words that strike the center of a creature’s ego. This Channel Divinity option effects creatures with a Charisma score equal to or less than 10 + your proficiency bonus. Any of those creatures within 30 feet, that can see or hear you, must make a Wisdom saving throw. If the creature fails the saving throw, it is turned for 1 minute or until it takes damage. A creature that succeeds becomes enraged by you and will prioritize you as a target. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there is nowhere to move, the creature can use the dodge action.

Wingman. As an action, you can use your Channel Divinity to impress your awesome abilities onto an ally. Choose a willing, allied creature you can see within 30 feet. For the next minute, they gain the same bonuses or penalties from your Sweet Streak or Losing Streak that you have. They cannot affect the streak and lose this benefit if they move more than 30 feet away from you, fall unconscious, or roll a 1 on an ability check, attack roll, or saving throw.

Smooth Recovery

At 7th level, you can fudge a failure to make it seem like you intended to do it that way, saving face and your streak. If you fail a roll and would lose your streak, you can use a bonus action to reroll. If the new roll would have succeeded, you keep your streak but are still unsuccessful in whatever you were attempting to do. However, if the second dice roll is a 20, you do succeed, though the success will happen in an unconventional way. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest.

Beauty Sleep

At 15th level, you come back from long rests already a shining example of success. Whenever you finish a long rest, you start on the Sweet Streak table at a number equal to your Charisma modifier. When you reach 20th level, the number is equal to your Charisma modifier and proficiency bonus combined.

Born Winner

By 20th level, you have forgotten what failure even looks like. You no longer have to roll on the Losing Streak table, even if you roll a 1. Additionally, you can add your Charisma modifier to any ability check, attack roll, or saving throw. You can add this modifier even if the related roll already has an ability modifier attributed to it, unless it already uses the Charisma modifier. You can add the modifier a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest.

Section 15: Copyright Notice

Lasers & Liches: Tales from the Retroverse - Test Wave 3 Player's MTX Creator(s) Chris Lock, Lluis Abadias Copyright 2021

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