Paladin
Base Class: Paladin

Paladins of the Oath of the Frontier value freedom above all else. The freedom that comes with the vast fields they have come to love has shaped their ideas of what life should be about. There is no greater injustice than someone who is forced to work for others and give up their own personal freedoms for someone else. Thusly, paladins of the Oath of the Frontier fight not for a god or a deity, but for their values and the rights of others. 

Evil to a paladin of the Oath of the Frontier does not necessarily mean an evil monster such as a banshee or a dragon, but any creature, be they fiend or human, who takes rights away from another. This goes for kings, queens, and dictators who use their position to force others to kneel to them, or beasts who take lives just for fun. 

Likewise, good to a paladin of the Oath of the Frontier does not necessarily mean a priest who heals the sick or a knight who slays monsters. Instead, good is anyone who will fight for the freedoms of others, and a paladin of the Oath of the Frontier will do whatever they can to aid them in that fight. 

Standoff

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

Quickdraw: For one minute after activating this skill, whenever an enemy makes a melee attack against you, you can make a DEX saving throw. On success, you can make an unarmed strike against them before their attack hits you.

Taunt: Choose one enemy within a 30 ft radius of you that can understand a language you speak. Let loose a slurry of insults to really piss it off. The creature must make a WIS saving throw. On fail, this creature is taunted for one minute.

A taunted creature must use all of its turns to attack you. If you are out of the range of the creature's attacks, it must use its actions to move toward you. 

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Slick as a Whistle

Starting at 7th level, friendly creatures within 10 feet of you gain advantage on all CHA checks. 

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

Yellow Belly

Beginning at 15th level, any creature who makes an attack against you must make a CON saving throw. On fail, the creature becomes frightened until their next turn or until they are damaged. 

Ace in the Hole

Once per long rest, you can become your team's ace in the hole and gain the following benefits:

  • You gain advantage on all attack rolls made while you have a teammate within 10 feet of you.
  • You gain resistance to bludgeoning, piercing, and slashing damage while you have a teammate within 10 feet of you.

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