Base Class: Paladin
The path of the liberator is one of blood, sweat, and tears... but mostly, blood. Foes are primarily slavers and tyrants, though other abusers of power are included.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. 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.
Tremble, tyrants! As an action, you can grant allies temporary strength in the name of freedom. Each ally that can see or hear you within 30 ft. gains inspiration for 1 minute, and can add advantage on one attack roll during that time. Once the minute is over, all creatures that were in the area of effect gain 1 level of exhaustion.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Liberation
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be restrained while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Liberated Perspective
Beginning at 15th level, you gain the ability to cast Misty Step 3 additional times per long rest. At 17th level, this ability allows you to cast Misty Step at will. At 19th level, your movement functions as if perpetually using Misty Step, though you may cast it again for your action.
Holy Storm
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
In addition, for the duration, you have advantage on saving throws against spells cast by dragons or fiends.
Once you use this feature, you can’t use it again until you finish a long rest.
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