Base Class: Paladin
Beneath the earth and across the very planes themselves, a groaning, festering empire herds humanoids like livestock. The Illithid subdue, dominate, enslave, cull across worlds - an invasion not of land but thought itself. Mind Flayers they are called. The Oath of the Liberated Will is taken by survivors, champions and revolutionaries to free all peoples subject to magical or psychic enslavement. Originally a Githzerai order, Oath takers have since spread across worlds. Not always arrayed against the Mind Flayers themselves, adherents broaden their crusade to challenge local evils.
The Oaths
Judge the wicked fairly. Every soul deserves the Law, but they carry only their own choices to judgement.
All minds should be free. I will bear my sword against the tyrant, the chain, and the nightmare.
Uphold the law to protect the innocent. Justice rises from the consent of the governed, and thus I am their shield.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Chain Breaker. As an action, you can imbue one weapon that you are holding to resonate catastrophically with any power that compels or subverts the will. For 1 minute, whenever you strike an enemy with that weapon, it resonates psychically. This effect has a 15ft radius, and extends to a 30ft radius at 10th level, and 60ft at 18th. Every intelligent creature in the radius which is currently subject to mental compulsion, by the struck target, causes psychic damage as shock back to the target.
Each compelled subject may only count once. The target cannot count as a compelled subject. Mind control, geas, command spells, charms, alter emotions all count as compulsion. The compulsion must be active to count. If the source of the mental compulsion is a magical item or device in the target's possession, treat it as an additional target and modify damage type to Radiant.
Exception: If the Paladin personally dispelled a mind control spell from one or more of the target's victims, either through their lay on hands ability or another spell, this counts as a valid subject even if they are not currently in range. This exception lasts until the Paladin takes a long rest.
The affected target receives damage equal to your Charisma modifier (with a minimum bonus of +1), multiplied by the number of compelled valid subjects.
If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Breathe the Free Air. You can use your Channel Divinity to free compelled intelligent creatures from mind control or compulsion. As an action, grant every intelligent non-construct creature within a 10ft radius a new saving throw to resist against a currently active mental effect. Each creature gains the Paladin's Charisma modifier (minimum +1) as a bonus to their roll.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Liberation Spells
|
PALADIN LEVEL |
SPELLS |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
A Voice for the Voiceless
Starting at 7th level, the Paladin can freely detect if an intelligent creature is currently under the effect of the 'charm' status. The Paladin must speak to the target to receive this insight.
Winds of Revolution
Starting at level 15, you are always under the effect of the Longstrider Spell, a permanent bonus 10ft to speed.
In addition, once per long rest, the paladin may now cast any of his mobility bonus spells as a bonus action instead of a standard action as long as he is the primary target.
Arm the People
The paladin cries out a shout and incites the people to liberate themselves, using an action.
Friendly intelligent non-construct humanoids within 30ft instantly gain one charge of Divine Smite (equivalent to the normal class feature) while the effect is active. This charge lasts until used or the duration ends.
If a friendly target does not have a weapon, a divine weapon (shortsword or equivalent) appears in their hand. The weapon deals radiant damage, and gains the benefit of the Smite charge above.
For the duration of the power, all friendly intelligent creatures become resistant to psychic damage, gain advantage saving against illusion spells and abilities, and are immune to charm.
The ability lasts for an hour, and may not be used more than once per long rest. Up to 8 targets may receive the benefits of the empowered weapon.
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