Paladin
Base Class: Paladin

The tenets that a paladin of the Common Man obeys vary wildly from individual to individual, but all carry within them the same revolutionary spirit, the single idea that the change the world needs to break free from tyranny is destined to happen, but that much work needs to be done alongside every common man and woman to bring this collective dream to fruition. A paladin of the Common Man thus roughly upholds the following tenets: Equality. All creatures are inherently equal, and those that deny this fact for their own gain do the common man harm. Community. A struggle is meaningless if it is not done together for a greater purpose than oneself. Stand and fight with your brothers and sisters for the betterment of all. Respect. Give respect, love, and kindness to those disenfranchised who find themselves without any. They are your comrades, and the reason you fight. Change. The world must change if it is to be any better, and it will not change if we do not act. Do your part to make a more just future. Labor. You are not above the work that the common man does. Whenever you have a chance, labor with them as they do and work to ease their difficult lot in life.

Oath Spells

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

Oath of the common man Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Workers Harmony - As an action, you unleash a message of unity in a loud, booming voice, calling on the spirits of common laborers who have died in oppression to come to aid you, or another. Either you are considered to be aided by the Help action from an unseen or indistinct source for a number of rounds equal to your Charisma modifier (minimum 1), or one friendly creature within 30 feet of you that you choose (including yourself) gains
proficiency with a specific type of crafting tools for one hour.

Turn the Bourgeois. Those that hold themselves a class above the common working man must be brought down and made to fear the peasantry. As an action, you utter an indictment against those who would trample the rights of laborers, inspiring the same terror in them that they inflict on those they believe to be beneath them. Each creature that considers itself inherently better than the common man (typically including most fey, non-chaotic fiends, and dragons - your DM is the ultimate arbiter of this) that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of Solidarity

Starting at 7th level, whenever you or a friendly creature within 10 feet of you takes damage, you may choose to instead divide that damage evenly between all friendly targets within this aura, rounding up fractions to the nearest whole hit point. At 18th level, the range of this aura increases to 30 feet.

Revolutionary Spirit

Starting at 15th level, you may take the Help action as a bonus action on each of your turns. In addition, you have advantage on all Charisma checks involving interaction with laborers and the common man.

Strength of the People

At 20th level, you can transform yourself into a larger-than-life icon of the working class and their revolutionary struggle. Using your action, you can gain the following benefits for 1 minute, as long as you can see or hear a conscious friendly creature:

• You grow to large size and your equipment grows with you, doubling your reach and movement speed.

• At the start of each of their turns, any friendly creature that can see or hear you (including yourself) gains a number of temporary hit points equal to your Charisma modifier.

• As a bonus action on your turn, you may apply the benefits of the Help action to a number of friendly creatures equal to half your Charisma modifier, rounded up (minimum 1), within 30 feet of you and that can see or hear you.

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

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