Base Class: Paladin
Paladins of the Oath of Freedom hold freedom as their ideal. They show compassion for the weak and those in chains, but their captors receive no mercy. These paladins tend to be especially idealistic rather than practical, and will do anything they believe will make people more free, even if it ends up badly for them and others. However, they are the saviours for those struggling under tyranny.
Tenets of Freedom
The tents of the Oath of Freedom are all linked to ending tyranny and bring about freedom.
- Everyone Must be Free - You should try your hardest to bring everyone who is not free into a state of freedom, because it is an essential right.
- Captors Shall be Punished - Restricting somebody's freedom is the worst crime anyone could commit. All those who do this deserve severe punishment.
- Freedom no Matter the Cost - Even if it results in your death, you must sacrifice everything to bring freedom to others. If you die in the fight for freedom, you will live on in the memory of the faithful.
- Authority is Not to be Trusted - Hierarchy is an unnatural state. Treat anyone who tries to make themselves superior with suspicion.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level Spells
- 3rd Expeditious Retreat, Sanctuary
- 5th Knock, Pass Without Trace
- 9th Remove Curse, Nondetection
- 13th Freedom of Movement, Death Ward
- 17th Dispel Evil and Good, Passwall
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Break Every Chain. You can use your Channel Divinity to free the captive, fulfilling the promises of your oath. As an action, choose a number of restrained, frightened or charmed creatures equal to your Charisma modifier or lower.
Protection from Captors. You can use your Channel Divinity to protect those who have their freedom threatened. As an action, choose a willing creature other than yourself and an enemy creature. That enemy becomes unable to target the friendly creature for 1d4 + your Charisma modifier minutes. The effect ends if the friendly creature targets the enemy creature with an attack.
Aura of the Free
At 7th level, you exude an aura of freedom, inspiring and safeguarding your allies. All creatures within 10 feet of you have advantage on saving throws against being charmed, frightened or restrained, and anyone who tries to apply one of these effects has disadvantage.
Ever Free
At 15th level, you are always under the effect of a Freedom of Movement spell.
Avatar of Freedom
At 20th level, you can take the form of a soldier who fought for freedom, with illusory flags appearing behind you. As an action, you gain this form for 1 minute, gaining the following effects:
- You and all allies are immune to status conditions.
- When you or any allies are targeted specifically by a spell with a duration of longer than one turn, you can make a DC 15 Charisma save to undo this effect as a reaction.
You regain use of this effect after a long rest.
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