Base Class: Paladin
The Oath of Independence requires paladins not to work alone, but rather to work using their own abilities. Paladins who choose this route must be ready to forge their own paths and defeat enemies-- even without the assistance of their god. This oath encourages paladins to find value in their allies and their strengths, and allows them to attain greater power along the way. Due to the nature of this oath, however, many who choose this path become Oathbreakers.
Tenets of the Independent
The tenets of the Oath of Independence are not consistent- what one values in independence may be different than another. However, these are the general tenets which guide their decisions.
Find pride in one's own ability. Nothing is more important to a paladin of this oath than their own strength; it is the only strength which cannot be taken away by a god.
Show courage so that others may also find it. Serving as a source of hope and courage is key to becoming strong-- where it is not possible to accomplish something alone, accomplish it using the help of others.
Be prepared to fight alone. If you cannot succeed without the assistance of your god, you cannot succeed at all.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Heightened Defense. For 1 minute, increase your AC by +2. Taking damage greater than half of your max HP immediately ends the spell. After the spell ends, your movement speed is halved for 1 round and you are unable to use an action or bonus action to disengage.
Echoing Attacks. If your action deals damage to your opponent, you can use your bonus action (or vice versa) to create an echo of your attack to damage your opponent. The attack hits automatically and deals half the damage of the original action.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion 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 |
Source of Inspiration
Starting at 7th level, you and friendly creatures within 10 feet of you gain the effect of the bless spell while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Protector's Intervention
Starting at 15th level, when you see an enemy make a successful attack against a creature within 60ft of you, you may use your reaction to teleport within 5ft of the creature and become the new target for the attack. If the attack roll does not exceed your AC, the enemy misses you. You have resistance against all damage after using this ability until the end of your next turn. You may use this ability once and it resets after a short or long rest.
Spark of Hope
At 20th level, as an action, you can grant all allies within a 120 foot range a 1d4 bonus on all checks, saving throws, attack rolls, and damage die. This effect is doubled for any allies on 1 HP. You gain an AC increase of +2 and a bonus 1d8 to all ranged and melee weapon attacks.
You receive the 1d4 bonus on all checks, saving throws, attack rolls, and damage die only if at least one of your allies is unconscious. If an ally dies while in combat than this effect is doubled for all allies, including yourself.
This effect lasts for 1 minute and can be performed once per long rest.
Previous Versions
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8/2/2021 11:27:33 PM
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