Base Class: Paladin
The Far Knights are an order of warriors and paladins with a long and valiant history serving the Kingdom of Farland. In ages past, their focus was on honor and serving the Crown, but since the Dark Conquest, that has changed. Gone are the days when they rode forth in the train of the high king, their armor shining and resplendent, their banner proudly blowing in the breeze. Now hunted and harried, the Far Knights must run and hide, disguising their arms under dark cloaks and hiding their colors under drab peasant garb. But their singular purpose to serve the Kingdom has not changed. It is simply that their focus is now on doing all they can to free their beloved land-- and all the lands-- from the dreaded Lords of Sin.
The modern Oath of the Far Knights commits a paladin to the ideals of hope, liberation, and sacrifice, especially as it pertains to freeing the Kingdom of Farland from the rule of the evil Lord of Wrath. They swear to battle evil creatures, particularly those in service to the Lords of Sin and the Wintervale, wherever they find them. They are committing themselves to a life of hiding and fleeing, of fighting for a cause that seems all but lost... but their hearts bid them remember that hope springs eternal.
Oath of the Far Knights
The Oath of the Far Knights commits the paladin to fight for the freedom of the Kingdom of Farland and of all the occupied lands.
Tenets of the Far Knights
The exact words of the Oath of the Far Knights never vary. Paladins of this oath share these tenets.
Free the oppressed. Good creatures in bondage must have their freedom. Never fail to fight for this cause.
Give hope to the downtrodden. Those in thrall have little hope. Provide hope for those living in such darkness.
Unshackle the spirit. Slavery of spirit is worse than slavery of body. Lead the populace from the worship of the God of Evil to the reverence of the Gods of Goodness.
Credit: Farlandworld.com
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 Conquest Spells
| Paladin Level | Spells |
|---|---|
| 3rd | expeditious retreat, shield |
| 5th | invisibility, pass without trace |
| 9th | beacon of hope, nondetection |
| 13th | freedom of movement, private sanctum |
| 17th | legend lore, seeming |
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.
Shatter bonds. When you hit a creature with a melee weapon attack as part of the Attack action, you can use your Channel Divinity to free those in bondage. Choose an ally you can see within 30 feet of you who is currently charmed, paralyzed, or restrained by an effect that a saving throw could have ended. That ally immediately get an additional saving throw, ending the effect on a success.
Inspiring strike. You can use your Channel Divinity to inspire those who are oppressed in spirit. When you hit a creature with a melee weapon attack, chose an ally you can see within 30 feet of you. That ally recovers a number of hit points equal to your paladin level + your Charisma modifier and gets advantage on its next attack or saving throw.
Aura of Liberation
Starting at 7th level, you emanate a liberating aura while you're not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover. Any ally in the aura has advantage on saving throws against spells and other magical effects that cause forced movement, or cause the charmed or stunned effects.
At 18th level, the range of this aura increases to 30 feet..
Unfettered Knight
At 15th level, you refuse to be bound. You have advantage on saving throws against magical effects that would paralyze, petrify, or restrain you. If an enemy paralyzes, petrifies, or restrains you, you regain a use of Channel Divinity.
Champion of Freedom
At 20th level, as an action, you can magically become an avatar of freedom, gaining the following benefits for 1 minute:
- You and up to 5 allies of your choice within 30 feet of you gain a +1 bonus to attack rolls and are under the effects of a haste spell.
- You have advantage on saving throws against enchantment spells or effects.
- If you succeed on a saving throw against an enchantment spell or effect, you can use your reaction to make an immediate melee or ranged attack against the creature that caused you to make the saving throw.
Once you use this feature, you can't use it again until you finish a long rest.
Once you have become a Champion of Freedom at 20th level, once per year you can also unleash the Dogs of War to fight for freedom. If you are the direct commander of a force of at least 25 soldiers and are personally leading them into battle for a righteous cause, you may give them an inspiring speech and make a Charisma check. The DC of this check is set by your GM and is based on the size and abilities of your force versus the enemy force, as well as other factors that might play into your success in battle; the worse your odds, the higher the DC. If your check is successful, you gain a substantial advantage in the upcoming combat (the details of which are determined by your GM). If you roll a 20, your force wins the battle if there is any way it reasonably could. If you fail the check by 5 or less, you still gain a substantial advantage, but you lose a treasured magical item or suffer a lingering and debilitating injury. If you roll a 1, you are heroically slain in the battle.
Previous Versions
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