Paladin
Base Class: Paladin

This is a placeholder description.  More information will be forthcoming soon.

Oath Spells

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

Oath of Freedom 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.

Gladiator’s Charm. When a creature that can see or hear you within sixty feet of you fails an ability check or saving throw, you can expend a use of your Channel Divinity to give them a bonus to the roll equal to twice your Charisma modifier, potentially turning the roll into a success.

Illusive Shadows. As an action, you can expend a use of your Channel Divinity to wreath a creature within sixty feet in magical Darkness for one minute. This Darkness fills a 5-foot cube centered in the creature and moves with it. You can see through the magical Darkness as if it were Bright Light. The creature can make a Constitution saving throw against your spell save DC at the end of their turn, ending the effect on a success. The effect also ends if it is enveloped in an area of magical light created by a spell of 3rd-level or higher.

Aura of Revelry

At 7th level, you constantly emit an Aura of supernaturally beautiful music within ten feet of you while you are not incapacitated. Creatures of your choice within this Aura are distracted by this music as long as they are not deafened. These creatures have disadvantage on attack rolls against creatures other than you.

At 18th level, the size of this Aura increases to 30 feet.

Wandering Master

Beginning at 15th level, your years of travel have given you knowledge in a wide variety of topics.  This allows you to add half of your proficiency bonus to any ability check you make that doesn’t already use your proficiency bonus.  You have also learned to use your weapons far more effectively.  Once on each of your turns when you hit with a weapon attack, you can roll an additional damage die for the weapon.

Unparalleled Liberator

At 20th level, you have become the ultimate liberator, ensuring freedom for yourself and your companions.  You can use your action to gain the following benefits for 1 hour:

  • You are unaffected by difficult terrain and immune to any effect that would reduce your speed, as well as the Grappled, Restrained, Paralyzed, or Petrified conditions.
  • Your allies with 30 feet of you can escape from any effect causing them to be Grappled or Restrained by using 5 feet of movement.
  • You can unlock any nonmagical door, chest, manacles, or any other nonmagical lock with a touch.  This does not disarm any potential traps any such locks may have accompanying them.

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

 

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