Base Class: Paladin
Tenets of Liberation A Paladin who swears the Oath of Liberation must live their life by the following tenets:
Never turn your back on the oppressed. Wherever and whenever you encounter those in power robbing others of their freedom, you must stand and fight.
The power of the oppressor is invalid. You must never recognise any authority whose supplicants do not follow its commands willingly.
Better to die than live in chains. A life lived without freedom is no life at all. Never yield to a foe just to spare your own life.
Accept no restraint. If you cannot avoid capture by your enemy, you must always endeavour to escape your chains as soon as you are able, and to free all others that you can.
An inequitable peace is no peace at all. It is better to wage war forever for a just cause than to submit to a peace that robs one single soul of freedom.
Channel Divinity
Channel Divinity When you take this Oath at 3rd Level, you gain the following 2 Channel Divinity options:
Vow of Rebellion. As a Bonus Action, you can utter a Vow of Rebellion to any creature within 10ft of you. As long as that creature remains within 10ft of you, they have advantage on all rolls against any creature you consider an enemy.
Abjure Oppressor. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one enemy within 60 feet of you that you can see. That enemy must make a Wisdom saving throw. The enemy in question makes the roll with disadvantage if they are currently holding anyone under the effects of Charm; Command; or Restrain. On a failed save the enemy now makes all rolls against you with disadvantage and cannot willingly move away from you. This effect lasts for 1 minute.
Aura of Rallying
Your indomitable will starts to inspire those around you. Starting at 7th Level, any allies within 10ft of you can re-roll a failed Wisdom saving throw. At 18th Level, the range of this Aura extends to 30ft.
Undermine Power
Starting at 15th Level, if you successfully strike an enemy with an ability score higher than your own, they must roll a Constitution save against your Spell Save DC. If the target fails its saving throw, you can reduce the applicable ability score modifier to 0 for a number of rounds equal to your own Charisma modifier.
Avatar of Liberation
At 20th Level, once per long rest, you can use an Action to assume the aspect of freedom itself for 1 hour:
- Your movement speed is doubled and you are unimpeded by difficult terrain
- You are immune to being Restrained; Slowed; or Paralysed, and you can use an Action on your turn to end any of these effects on an ally with touch
- If you attack an enemy who has an ally under any of the following effects (Grappled; Restrained; Paralysed; Frightened; Charmed or Commanded) while this ability is active, you deal additional Radiant damage on a hit equal to 1 d10 + 10 + your Spell Attack Modifier
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