Base Class: Paladin
TENETS OF FREEDOM
The tenets of the Oath of Freedom carve a reminder in the paladin's mind of the rights that they—and every living creature—deserve to hold.
Free. No one can decide your path. You alone choose what to resist, to enjoy, to feel, and to uphold.
Self-Defined. Names, jobs, genders, and all other descriptors are naught but labels to be discarded when convenient. Your identity is your own.
Path Less Traveled. Forging your own path requires a strength of will and feet alike, and when walking doesn't work, use hands or even wings to transcend your obstacles.
For All. More than a selfish refusal to conform to society, your path is to ensure that all peoples have access to the same freedom you uphold.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Freedom Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Redemption Spells
| Paladin Level | Spells |
|---|---|
| 3rd | expeditious retreat, feather fall |
| 5th | knock, misty step |
| 9th | haste, fly |
| 13th | dimension door, freedom of movement |
| 17th | passwall, teleportation circle |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Divine Translocation. You can invoke the sacred power of freedom to spirit your allies through arcane passageways. As a bonus action, you can choose a willing creature you can see within 60 feet of you. The chosen creature is teleported up to 30 feet to an unoccupied space that you can see.
Break the Chains. You can magically empower an ally with the strength to break free of that which binds them. As a bonus action, you can end any of the following conditions on yourself or a willing creature you can see within 30 feet of you: Paralyzed, Stunned, Grappled, or Restrained.
Aura of Escape
Aura of Escape
At 7th level, your presence on the battlefield secures the retreat of your wards. Hostile creatures within 10 feet of you can’t make opportunity attacks against your allies, provided you aren’t incapacitated.
At 18th level, the range of this ability increases to 20 feet.
Holy Emancipator
At 15th level, you can cause a friendly creature of your choice to erupt with emancipating energy immediately before or after you target it with one of your Channel Divinity options. Hostile creatures within 10 feet of the target must make a Constitution saving throw, taking radiant damage equal to 3d8 + half your paladin level on a failed save, or half as much on a success. On a failed save, a creature is also pushed up to 10 feet away from the target.
Spirit of Freedom
At 20th level, your liberating will manifests in full. None shall bind you. As a bonus action, you gain the following benefits for 1 minute:
- You are immune to being Paralyzed, Stunned, Grappled, or Restrained.
- Your speed cannot be reduced, and you gain a magical flying speed equal to your walking speed.
- If a hostile creature you can see subjects a friendly creature to the Paralyzed, Stunned, Grappled, or Restrained condition, you gain advantage on attack rolls against that hostile creature until the condition ends.
Once you use this bonus action, you can't do so again until you finish a long rest, unless you expend a 5th level spell slot to use it again.