Paladin
Base Class: Paladin

Paladins who swear the Oath of Anarchy recognise that no system of order is perfect. Laws, contracts, and even the laws of physics contain cracks, contradictions, and loopholes. They dedicate themselves to finding these flaws – to exploit them against tyrants, to mend them when they harm the innocent, and to create a dynamic, flexible justice that adapts to the truth beneath the rules. An Anarchy paladin is a silver‑tongued negotiator, a terrifying judge, and a living loophole. Enemies facing them often feel an inexplicable urge to give up, because fighting the inevitable is pointless.

Tenets of Anarchy

  • Exploit Injustice.Where laws protect the cruel, find the crack and drive a wedge through it. Turn the oppressor’s own rules against them.
  • Balance the Scales.Neither rigid order nor wild chaos is virtuous. You seek the equilibrium where freedom and safety coexist – and you enforce that balance with word and blade.
  • Authority Through Reason.Your power comes not from a crown or a god, but from the undeniable weight of logic and persuasion. Those who hear you believe, because truth needs no coercion.
  • Mercy Through Loopholes.When execution is too harsh, find a way to spare. When mercy would enable evil, find a way to confine. There is always a third option.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level

Spells

3rd

command, heroism

5th

detect thoughts, suggestion

9th

counterspell, tongues

13th

freedom of movement, compulsion

17th

geas, modify memory

Level 3: Channel Divinity

3rd-Level The Oat Of The Anarchy Features

You gain the following two Channel Divinity options.

Bribe. As an action, you offer a target a symbolic or actual bribe: a coin, a tossed object, or even a meaningful gesture. Choose one creature you can see within 60 feet. It must make a Wisdom saving throw. On a failure, you choose one of the following effects for 1 minute (the target can repeat the save at the end of each of its turns):

  • The target has disadvantage on attack rolls and saving throws against your spells and features.
  • The target is Charmed by you. While Charmed, it cannot willingly attack you, and you have advantage on Charisma checks against it.
  • The target has disadvantage on Intelligence checks and saving throws, and it must succeed on a Wisdom save before taking the Dash or Disengage action (on a failure, it wastes its action).
  • You establish a mystical link with the target. You know its direction and distance (as long as it is on the same plane), and you have advantage on any check to track or locate it.

Bestowment. As an action, you target up to three creatures of your choice within 30 feet. Each must make a Wisdom saving throw. On a failure, you bestow one of the following negative traits of your choice (no two targets can receive the same trait):

  • Greed‑Focused.The target becomes obsessed with visible wealth. It must use its action to move toward the nearest visible coin or valuable object, if any.
  • The target has disadvantage on Dexterity saving throws and must use its reaction to make opportunity attacks even when disadvantageous.
  • The target’s speed is halved, and it cannot take Bonus Actions.
  • The target has disadvantage on ability checks and cannot gain advantage on any roll.
  • The target’s will to fight falters. It has disadvantage on attack rolls, and if it takes damage, it must succeed on a Wisdom save or use its action to Dash away from all enemies.

These effects last for 1 minute. A target can repeat the save at the end of each of its turns.

Level 7: Exploit Loophole

7th-Level The Oat Of The Anarchy Features

You can twist the application of any rule – magical, legal, or physical – to your advantage.

State Exploitation. When you are subject to a condition, spell, or environmental effect that has a defined duration or limitation, you can use your Reaction to either extend that effect’s duration by one round (if it is beneficial to you) or end that effect early (if it is harmful to you). You can use this feature a number of times equal to your Charisma modifier (minimum 1), regaining all uses on a Long Rest.

Exploited Jump. When you take the Jump action (or make a high/long jump as part of your movement), you can use a Bonus Action to exploit the state of being airborne. You gain a flying speed equal to your walking speed until the end of your turn. If you end your turn in the air, you fall safely (no damage) at the start of your next turn.

Loophole Mastery. You have advantage on Intelligence (Investigation) and Charisma (Deception) checks made to find legal, contractual, or procedural loopholes

Level 15: Authority of the Judge

15th-Level The Oat Of The Anarchy Features

Your word becomes a local law. You can speak in Primordial (or another ancient, mystical language) to issue Verdicts that warp reality. Additionally, you gain Jurisdiction and the power of Punishment.

Verdicts

You learn three Verdicts of your choice from the list below. As an action, you can speak a Verdict in Primordial, affecting an area or creature you can see within 60 feet. Each Verdict has a cost: you can use a Verdict a number of times equal to your Proficiency Bonus, regaining all uses on a Long Rest. Your Verdict save DC = 8 + your Proficiency Bonus + your Charisma modifier.

  • Choose a specific action (e.g., “flying”, “teleporting”, “casting spells of 3rd level or higher”). For 1 minute, creatures of your choice within a 30‑foot radius cannot perform that action. A creature can resist by making a Charisma saving throw at the start of each of its turns; on a success, it is immune to this Verdict for that turn.
  • Target one Large or smaller creature. It is surrounded by transparent, viscous walls (AC 15, 30 HP, immune to non‑magical damage). The walls block movement, attacks, and spells. The target can break out by destroying the walls or by teleporting (but teleportation within the prison fails).
  • You seal a 20‑foot cube area for 1 hour. No creature can enter or leave the area by any means (including teleportation, planar travel, or substitution effects). Creatures inside are not otherwise harmed.
  • Maintain Secrecy.Target one creature you can see. It must make a Wisdom saving throw. On a failure, for 24 hours, it cannot voluntarily reveal a secret you designate. If forced, it babbles incoherently.
  • Choose one creature within 30 feet. Your hand glows with unavoidable force; make a melee spell attack. On a hit, the target takes 10d10 force damage. If this reduces the target to 0 hit points, it dies immediately (no death saves).
  • Choose one creature within 60 feet. It is struck by an invisible whip. It takes 4d10 psychic damage and its clothes or armour are torn, reducing its AC by 1 until repaired.
  • Choose one creature within 60 feet. It must make a Charisma saving throw. On a failure, it (and its soul) is blasted 120 feet directly away from you and is Stunned until the end of its next turn. If this would send it into a solid object, it takes 4d10 bludgeoning damage instead.

Jurisdiction

You can designate an area you are familiar with (up to a city’s size, roughly 1‑mile radius) as your Jurisdiction during a short rest. While within your Jurisdiction, you gain the following benefits:

  • You have advantage on Initiative rolls and on Perception checks.
  • You know the location of any creature that breaks a law (legal or natural) within the area.
  • Once per turn when you deal damage to a creature, you can add your Charisma modifier as extra force damage.
  • If you receive an official appointment from a legitimate authority, your Jurisdiction can expand up to five times normal size (5‑mile radius).

Punishment

As a Bonus Action, you can declare one creature you can see as a target of Punishment for 1 hour. You gain the following against that target:

  • Your weapon attacks score a critical hit on a roll of 19 or 20.
  • You have advantage on saving throws against the target’s spells and features.
  • The target has disadvantage on saving throws against your Verdicts and Channel Divinity.

You can use Punishment a number of times equal to your Charisma modifier per Long Rest.

Level 20: Apotheosis of Anarchy

20th-Level The Oat Of The Anarchy Features

You become a living loophole against death and a final arbiter of order.

Resurrection. If you die, you can choose to rise again after 24 hours. You reappear in one of your previously designated mausoleums (you must build a mausoleum during downtime; you can have up to three). This resurrection cleanses all corruption, madness, and negative effects that are not innate to your being. If all mausoleums are destroyed, you may still revive if any significant order you established (such as a law code or court system you created) still exists – death’s natural order has a loophole you exploited. Once you use this feature, you cannot use it again for 7 days.

Judgment. Once per Long Rest, when you see a creature violate any rule – be it a law, a contract, or even a physical law like gravity – you can pronounce Judgment as an action. The creature must make a Charisma saving throw. On a failure, the entire world’s will turns against it. For 1 minute, the target has vulnerability to all damage, cannot regain hit points, its speed becomes 0, and it automatically fails saving throws against your Verdicts. Even on a successful save, the target takes 10d10 force damage and has disadvantage on attack rolls for 1 minute. This judgment can be pronounced remotely as long as you have seen the violation within the last hour.