Paladin
Base Class: Paladin

 

Have this Mathias, you're a ******* nerd.

Anarchy. The rigidity of institutions ought be rejected wherever possible. Authority is an agent of separation and oppression, and power is best left in the hands of people.

Relativism. Good and evil are sophistries and opinions, and the only true measure of right is peaceful, free coexistence. People should determine on their own and amongst each other how they ought to conduct themselves, not lawmakers, kings, or judges.

Earth. The natural world is the ultimate symbol of freedom and coexistence, and it must be protected against those agents of law which would abuse and destroy it.

Autonomy. Use your own judgment and encourage others to use theirs. Commit acts that fulfill your oath and acts that please you. Feel no duty to that which accomplishes neither.

Equity. Respect the autonomy and desires of others, their personal chaos. Acknowledge the inherent worth of each mortal and their freedoms. Hierarchy is always the path to tyranny; equity will always restore freedom.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Fantra Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

PALADIN LEVEL SPELLS
3rd find familiar, hex
5th blur, spike growth
9th fly, speak with plants
13th conjure woodland beings, guardian of nature
17th commune with nature, insect plague

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Chaos Strike. As a bonus action, you can use your Channel Divinity to call on the powers of primordial chaos, blessing a weapon you touch with volatile potency. For 1 minute, the weapon crackles and fizzes with chaotic power, shedding dim light in a 10-foot radius. The next successful melee weapon attack made using this weapon within this duration inflicts 2d6 extra damage, whereupon the effect ends. Also, choose one of the d6s. The number rolled on that die determines the type of the extra damage, as shown on the table below.

The extra damage increases to 3d6 

d6 Effect
1 Acid
2 Cold
3 Fire
4 Lightning
5 Poison
6 Thunder

 

Primeval Speech. By calling on the land's natural forces, you can commune with beasts using your Channel Divinity. As an action, you target a beast within 30 feet of you that you can see. For the next ten minutes, you can comprehend and verbally communicate with this beast. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a favor for you, at the DM's discretion.

Aura of Freedom

Starting at 7th level, you and friendly creatures within 10 feet of you are unaffected by magical and nonmagical difficult terrain while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Quick-footed

Beginning at 15th level, you are adept at manoeuvring in battle. Whenever you Dash or Disengage as an action, you can make a single weapon attack as a bonus action.

Limitless Impunity

By 20th level, you can use your action to break free of all bonds and restrictions, adopting a mantle of sovereignty. For one minute, you gain a flying speed of 60 feet, you are under the effects of the freedom of movement spell, and are immune to enchantment spells you do not choose to be affected by. You can also move through other creatures and objects, and each foot of movement through other creatures and objects cost an extra foot of movement. You take 1d10 force damage if you end your turn inside an object.

Additionally, you ignore a creature's resistance or immunity to any damage you inflict on it.

Once you use this feature, you can’t use it again until you finish a long rest.

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