Paladin
Base Class: Paladin

Paladins who undertake an Oath of Rebellion swear themselves not to question authority, but to fight it. They do not simply believe that authority ought to be questioned, but rather, that authority is always an evil in and of itself. Most integral to their oath, they will not accept a middle ground on their plight, as simply improving the lives of the masses whilst leaving the King's head intact is but placating them. Paladins of this oath are, perhaps unintuitively, quick to embrace nature. They believe that authority over others is an affront to nature, that freedom is a right derived from nature itself, and that the implementation of such freedom will bring peace.

The Oath of Rebellion has the following tenets:

  • Freedom. Never infringe on another's freedoms unless in the protection of freedom.
  • Live and Let Live. Do not interfere in another's way of life if it is affecting no soul but their own.
  • Rebellion. Do not attempt slow progress; the only way to improve the world is through radical change. Kill tryants and authority figures with no exception, if only in time.
  • Equality. Treat no one's abilities as categorically better or worse than your own, only different.
  • Humbleness. Do not think of yourself as a pioneer of freedom, but rather as part of a collective fight.
  • From Each According to His Ability, to Each According to Their Needs. Help others whenever you are reasonably able to in any way you can, and be happy to recieve help when you need it.
 
 
 
 
 
 
 
 
 
 
 

Level 3: Oath of Rebellion Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Rebellion Spells table, you thereafter always have the listed spells prepared. For the sake of publication on D&D Beyond, Aura of Life and Flame Strike are included, although these should be Aura of Purity and Destructive Wave, respectively.

Oath of Devotion Spells
Paladin Level Spells
3 Heroism, Longstrider
5 Zone of Truth, Knock
9 Beacon of Hope, Counterspell
13 Aura of Life, Freedom of Movement
17 Flame Strike, Dream
 
 
 
 
 
 

Level 3: Collective Charge

When you roll initiative, you can expend a use of your Channel Divinity to rally your allies. For the next minute, whenever you move, any creatures within your Aura of Protection can move up to half their movement speed so as to remain within your Aura of Protection. Whilst this effect is active, you can use a Bonus Action on each of your turns to allow creatures to move up to their full movement speed in this way until the end of your current turn, and creatures moving in this way ignore the effects of difficult terrain until the end of your current turn.

 
 
 
 
 

Level 7: Aura of Freedom

You and your allies cannot be moved against their will while in your Aura of Protection. Furthermore, attacks of opportunity made against you or your allies who are in your Aura of Protection have disadvantage.

 
 

Level 15: Unrelenting Will

You and your allies who are in your aura of protection have advantage on saving throws against enchantment and illusion spells, and any abilities that would cause them to be controlled by another creature. If they succumb to any lasting effects from such spells or abilities, and remain in your aura of protection until the end of their next turn, you automatically end the effect on them.

 
 
 
 
 
 
 

What They Fear

As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Rampage. You and creatures of your choice within your Aura of Protection deal double damage to objects and structures. Further, when you use a Bonus Action as part of your Collective Charge Channel Divinity option and move at least 10ft in a straight line towards an object or structure, creatures who move with you along this line can use their Reaction to make a Melee Attack against the object or structure.

Sight of Freedom. You and creatures of your choice within your Aura of Protection have their movement speed increased by 30ft.

Topple. If you are attacking a creature with a Melee Weapon Attack and that creature is the only enemy creature within 30ft of you, you deal maximum damage on all damage dice that are part of the attack, instead of rolling. You must have at least one allied creature other than yourself within 30ft of you to be able to benefit from this effect. Once you use this effect, you cannot use it again until you activate this feature again.

 
 
 
 

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