TEXT:  
  Sacred Oath 
  Becoming a paladin involves taking vows that commit the 
  paladin to the cause of righteousness, an active path of 
  fighting wickedness. The final oath, taken when he or she 
  reaches 3rd level, is the culmination of all the paladin’s 
  training. Some characters with this class don’t consider 
  themselves true paladins until they have reached 3rd level 
  and made this oath. For others, the actual swearing of the 
  oath is a formality, an official stamp on what has always 
  been true in the paladin’s heart. 
  Oath of Revelry 
  Paladins who swear the Oath of Revelry make a solemn 
  vow to party day and night until their hearts give out. 
  Indeed, as an old proverb says, "There ain't no party like a 
  paladin party, 'cuz a paladin party don't stop. Amen." 
  Tenets of Revelry 
  Paladin who swear the Oath of Revelry must abide by the 
  Codicus Brotherhoodum, often known as the Bro Code, a 
  series of moral judgments, both foul and fair, about the way 
  one should conduct life and party. Dishonoring this code is 
  known as a Major Dick Move, and can alienate a paladin 
  from fellow partygoers. In general, paladins who takes this 
  oath abide by the following principles: 
       Work Hard Party Hard. Paladins must fight for their 
  right to party 
       Bros Before Hoes. It is said that this edict lays a natural 
  order for alliances that a paladin should forge. 
       Yolo. A great prophet once spoke this word of wisdom, 
  and, though it is repeated constantly by his followers, it is 
  not well understood. 
  Oath Spells 
  You gain oath spells at the paladin levels listed. 
  Paladin Level 
  Spells 
  3rd 
  compelled duel, hideous laughter 
  5th 
  calm emotions, crown of madness 
  9th 
  haste, slow 
  13th 
  confusion, phantasmal killer 
  17th 
  mislead, raise dead 
   
   
   
   
   
   
   
   
   
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
       Conjure Drink. When you take a long rest, you can 
  summon to your flask a frothy ale from the heavens itself. 
  Up to three creatures can drink from this flask, and each 
  has advantage on the next saving throw it makes before it 
  takes a long rest, after which the buzz wears off. When you 
  take a short rest, any remaining ale becomes nonmagical. 
       Song and Dance. You can spend your Channel Divinity 
  as an action to dance a catchy jig. Each creature you choose 
  within 15 feet must make a Wisdom saving throw or join 
  in. Creatures continue to dance as long as you dance. This 
  effect ends for a creature if you stop on your turn (no action 
  required), or if the creature reattempts and succeeds the 
  Wisdom saving throw at the end of its turn. 
       A creature that is dancing spends all its movement 
  tapping its feet and shuffling about without leaving its 
  space. It also has disadvantage on Dexterity saving throws 
  and attack rolls that rely on Dexterity. Creatures that can't 
  be charmed are immune to this effect. 
  Aura of Fraternity 
  At 7th level, you and your allies fight better together. While 
  you have one or more ally adjacent to you, you and each of 
  your allies within 5 feet deal an additional 1d4 damage on 
  melee attacks. 
       At 18th level, the range of this aura increases to 15 feet. 
  Merrymaker 
  At 15th level, when you or an ally within 30 feet makes an 
  ability check or saving throw that doesn't have 
  disadvantage, you can cause it to be made with advantage. 
  You can use this ability three times, and regain all 
  expended uses when you finish a long rest. 
  Party Animal 
  Starting at 20th level, you can use your action to become 
  supernaturally intoxicated. Doing so is a frenzy of 
  indulging in your vices, after which you are intoxicated for 
  1 hour, followed by 10 minutes of unconsciousness. 
       While you are intoxicated, you have resistance to all 
          damage immunity to psychic damage. Also, you are  
          quick to start a fight. When you roll initiative, you can 
            replace your roll with a 20 if it was lower. 
                 After becoming supernaturally intoxicated, you  
             must finish a long rest before you can do so again. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Oath of Revelry.pdf