### Oath of the Turnt

The Oath of the Turnt is an Oath for the loosest, most ridiculous of paladins. Sometimes called Party Animals, Bright Knights, or Morons, (usually by paladins of stricter oaths) these paladins hold to the idea that even the stuffiest of people should let loose once in a while. Despite outward appearances, these paladins take their job as protectors and spreaders of joy extremely seriously. 

#### Tenets of Turntdom

The tenets of the Oath of Turntdom vary slightly depending on the paladin, but the idea is always based on the same concept: Love yourself, don't forget to love each other, and don't worry, it's almost party time. 

**Life is too short to wear boring socks.** Express your creativity as often as possible through your wardrobe. There is no such thing as a mismatched outfit if you enjoyed putting it together. 

**There is no such thing as a free lunch.** There is always a catch, especially when what is being offered to you is "free."

**Never go with a hippie to a second location.** Trust is earned and very difficult to keep. It is hard to give people second chances if they screw up badly enough. 


#### Oath Spells

##### Oath of Turntdom
| Paladin Level | Spells |
|:----:|:-------------|
| 3rd | Charm Person, Unseen Servant |
| 5th  | Crown of Madness, Magic Mouth |
| 9th | Hypnotic Pattern, Stinking Cloud |
| 13th | Freedom of Movement, Otiluke's Resilient Sphere |
| 17th | Modify Memory, Rary's Telepathic Bond |

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

**Turnt Undead.** Your party all day attitude translates to even the most brain dead of creatures. As an action you may make an undead creature within 30 feet of you make a wisdom saving throw, using your Channel Divinity. 

On a failure, the undead dances in place until the beginning of your next turn. The dancing undead must use all of its movement to dance in place without leaving its space and it has disadvantage on dexterity saving throws and attack rolls. 

**Turnt down for what?** As an action, you imbue a weapon that you are holding with the uproarious energy of being turnt using your Channel Divinity. For 1 minute, your weapon deals additional force damage equal to your charisma modifier (minimum 1).  

You can end this effect on your turn as a part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. 


```
```



#### Stay Turnt, My Friends

Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against effects that would stop or impede your movement. In addition, difficult terrain does not cost extra movement.

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

#### Tight, tightightightight

Beginning at 15th level, your understanding of magic combines with your conviction of having only the most amazing outfit. You ignore all class, race, and level requirements on the use of magic items. 

#### #Blessed

At 20th level, you can become an icon of Turntdom, emanating light as if you were a disco ball. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

* You emanate a 30 foot aura of hypnotic, pulsating light. Any creature that enters the aura or starts their turn inside the aura must make a wisdom saving throw. On a failure, the creature is incapacitated and has a speed of 0. This effect ends if the creature takes damage or someone else uses an action to shake them from their stupor. 
* Ranged and melee attacks have disadvantage against you. 

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