Base Class: Paladin
While some paladins are chosen by divine or dark powers to serve their tenets, others prove themselves worthy of the title in other ways, becoming paladins through hard work and unshakable faith. But before what we know as recorded history, older than societies and record keeping, there once existed the notion of a free paladin. Unconstrained by the whims of gods and devils, free paladins strive for their beliefs and causes, forging themselves to become whatever they wish to be. Tapping directly into the heart of celestial power through their strength of will rather than faith, the life of a free paladin is fraught with malice, abuse and hate by higher beings and their faithful.
FREEDOM AT A COST
While free paladins may be unbound by tenets and faith, they are not safe by any means. Gods may tell their followers to refuse you and your companions aid, or even send their more aggressive believers to cause you harm. Should one draw the ire of a more ferocious deity, you may even be forced to contend with a righteous Deva, or even a fiery Pit Fiend. Be wary, be cautious, and be free from the rule of those that would hold you back.
Oathless Spells
You gain additional spells at the paladin levels listed in the Oathless Spells table. See the Sacred Oath class feature for how oath spells work.
Oathless Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Sanctuary, Thunderwave |
| 5th | Enhance Ability, Enlarge/Reduce |
| 9th | Beacon of Hope, Counterspell |
| 13th | Death Ward, Freedom of Movement |
| 17th | Dispel Evil and Good, Greater Restoration |
Channel Divinity
When you become an oathless at 3rd level, you gain the following two Channel Divinity options.
Unbind. As a bonus action, you can bring freedom to your bound and beaten allies. Allies you choose within 30 feet of you that are Grappled, Paralyzed, Prone or Restrained are freed from these conditions, and rise to their feet if they choose to. You and your chosen allies are then immune to these conditions until the end of your next turn.
Unlock. As an action, you can touch an object or creature, stripping away the magic that would dare seal them away. Touching an object with this ability has an effect akin to the Knock spell. Touching a creature with this ability cures them of one of the following conditions, provided it has been magically applied: Charmed, Frightened, incapacitated, Petrified, Stunned or Unconscious.
Divine Sacrifice
Also at 3rd level, the unfiltered divine energy that flows through you can turn your life force into raw power. When you damage or heal a creature, you can expend one of your hit dice to deal additional radiant damage or give extra healing equal to the number rolled. You then take the number rolled as necrotic damage that cannot be reduced in any way.
Aura of Liberty
At 7th level, the heavenly strength you hold ripples out of you in waves, warding you and your allies against arcane influences. You and allies within 10 feet of you have advantage on Intelligence, Wisdom and Charisma saving throws against spells. This aura does not function while you are Unconscious.
At 18th level, the range of this aura increases to 30 feet.
Unyielding Body
Beginning at 15th level, you are always under the effects of the Freedom of Movement spell. In addition, you gain a climbing and swimming speed equal to your walking speed.
Prophet of None
At 20th level, the seraphic energy within you breaks free, transforming you into a paragon of unrivalled freedom from the powers that would try to control you. As a bonus action, you gain the following benefits for 1 minute:
- You and allies within 30 feet of you have advantage on all saving throws from celestials, elementals, fey, and fiends.
- You and allies within 30 feet of you have advantage on attack rolls against celestials, elementals, fey, and fiends.
- You can use your Divine Sacrifice ability without damaging yourself.
- You are immune to radiant and necrotic damage.
Once you use this feature, you can’t use it again until you finish a long rest.
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