Base Class: Paladin
The word "Paladin" conjures images of noble warriors in pristine plate mail, plunging head-first into battle for glory in service of their high-minded ideal. Those that follow the Oath of the Outcast, however, can more often be found in piecemeal armor among vagabonds and have-nots. These paladins have lived their lives on the fringes of civilization, having fallen through the cracks like so many others have done. There, they find community and purpose among the others that society has often cast off, and are as willing as the most stalwart of knights to defend their kin.
Tenets of The Outcast
The world has been cruel to those you consider your kin - this oath seeks to offer aid and meaning to those that are down on their luck or are otherwise not wanted.
Be self-sufficient. The world cares not for your best interests. You must learn to make do regardless.
Aid those that the world casts aside. Those that do not abide by a society's rules often find themselves without basic rights and protections that they are owed. It is your duty to lessen the burden however you can.
Seek to empathize. Everyone has circumstances that you do not know of - always seek to understand those you meet before passing judgement, regardless of how unpleasant or abrasive they may seem.
Bend not to conventions that seek to bind you. So long as you do no harm to the innocent, none have any right to dictate how you live, regardless of how strange they may find you. Live proudly and without regrets.
Oath Spells
You gain Oath Spells at the Paladin levels listed.
| Paladin Level | Spells |
| 3rd | Alarm, Hunter's Mark |
| 5th | Pass Without Trace, Warding Bond |
| 9th | Tiny Hut, Spirit Guardians |
| 13th | Death Ward, Fabricate |
| 17th | Hallow, Mislead |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Even the Odds. You can use your Channel Divinity to strike back when you are outnumbered. As a bonus action, you can empower your weapon with explosive potential. The next time you hit a creature and expend a spell slot for your Divine Smite feature within the next minute, all hostile creatures within 15 ft. of your target must make a Wisdom saving throw or take the same amount of radiant damage the target took from the smite, or half as much on a success.
Repel the Horde. You can use your Channel Divinity to put distance between your allies and your enemies, should the former be surrounded by the latter. As an action, you can release a forceful burst of energy centering on either yourself, or a friendly creature within 30 ft. of you. All hostile creatures within 15 ft. of whoever you choose must make a Strength saving throw, being pushed back 20 ft. and knocked Prone on a failure. On a success, they are pushed 10 ft. away and not knocked prone.
Aura of Deftness
At 7th level, you emit an aura that lightens the steps of those around you while you are not incapacitated.
All opportunity attacks made against you or allies within 10 ft. of you are made with disadvantage.
At 18th level, the range of this aura increases to 30 ft.
Defend the Lost
Starting at 15th level, you are able to come to the aid of your allies with blinding speed when they are in peril.
When an ally you can see within 30 ft. of you is hit by an attack, you can use your reaction to teleport to an unoccupied space within 5 ft. of them. If the attacker is within 10 ft. of the space you teleported to, the attacker must make a Strength saving throw or be pushed 10 ft. backwards.
Noble Vagrant
At 20th level, your lifetime spent on the fringes of society has hardened you, granting you incredible adaptability that you can manifest as an action. Doing so grants you the following benefits for 1 minute.
- You and up to 6 creatures of your choice gain resistance to a damage type of your choice.
- No creature can make an opportunity attack against you.
- You can use your Defend the Lost feature once per turn without expending your reaction.
Once you use this feature, you cannot use it again until you finish a long rest.
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