Paladin
Base Class: Paladin

The Oath of the Outlaw calls to those who believe themselves and their ideals most important. It doesn't matter whether these people act righteous or evil, or whether they follow the law or do their best to break it. All it matters for an Outlaw is to be true to themselves, regardless of rules and boundaries. Some of these paladins become vigilantes, enforcing their own sense of justice unto others, while others become criminals, fulfilling their desires. There are some cases where an Outlaw abandons the one they once served in order to follow their own version of their teachings.

 

TENETS OF THE OUTLAW

The specific tenets of the Oath of the Outlaw are dependent on the paladin, but they all seem to share these underlying commonalities.

My word is law. No rule is above your own, no morality defines who you are. What you believe in is truth and is right, anything else is nothing but a suggestion.

Trust myself. Trust in your abilities and don't give up, no task is truly impossible.

I choose my path. You decide what your convictions are. You are never wrong in changing your beliefs if you wish to do so.

Lawbreaker

Choosing this Oath at 3rd level means you can opt to go against the norm.

You gain the following benefits if you aren't wearing heavy armor:

- You can use Divine Smite with ranged weapon attacks.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- When you take the Attack action and attack with a ranged or a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon or ranged weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
- You don't need a free hand to attack with weapons with the Ammunition property.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. This effect also applies to ranged weapon attacks if you're not wearing heavy armor.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Outlaw Spells
Paladin Level Spells

3rd

charm person, bane

5th

enhance ability, zone of truth

9th

beacon of hope, haste

13th

freedom of movement, stoneskin

17th

geas, hold monster

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Rallying Bravado. You can use your Channel Divinity to rally your allies. As a bonus action, you can instill newfound strength on yourself and all allies within 10 feet of you that can hear you. For one minute, all affected creatures gain temporary hit points at the start of each of their turns equal to your Charisma modifier, while enemies gain advantage on attack rolls made against you.
If you are below half health when this effect activates, the temporary hit points gained are equal to your Charisma modifier + your Paladin level, instead.

Sure Skill. You prepare yourself to succeed in a task. Whenever you make an ability check, you can use your reaction to Channel Divinity and gain proficiency with that skill for that roll. If you already are proficient in that skill, you gain Expertise instead.

Aura of Confidence

Beginning at 7th level, your confidence influences those near you. All friendly creatures within 10 feet of you may add your Charisma modifier (minimum of 1) to all Charisma ability checks

At 18th level, the range of this aura increases to 30 feet.

Additionally, you gain advantage on Performance and Intimidation checks initiated by you.

Flowing Strikes

Starting at 15th level, at the start of your turn you can focus your senses on your surroundings, forgoing your turn and concentrating (as if you were concentrating on a spell) on striking down your enemies. 

At the end of any creature's turn, including the one used to activate this ability, you can make an attack against all creatures of your choosing that you can see within your weapon's range, but no farther than 20 ft. from you. 

This ability's effect ends early if you lose concentration, if you move in any way or if your weapon has the loading or reload property and runs out of ammunition. If you or your weapon have a feature that ignores or replaces the loading property, the effect continues as normal.

Once you use this ability, you can’t use it again until you finish a long rest.

 

Bastion of Willpower

At 20th level, you can manifest your willpower on the world, discouraging your opponents and bolstering your strength.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • When you take the Attack action on your turn, you can make one additional attack as part of the action.
  • You attacks score a critical hit on a roll of 19 or 20 on the d20.
  • You can use Rallying Bravado without spending your Channel Divinity. When activated this way, allies gain full benefits regardless of your health, and enemies don't gain advantage against you.

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

While transformed your eyes shine and your figure is adorned with different ethereal elements. The appearance of which are of your choosing. For example, you may wear a bright gold ethereal crown and a billowing cape worthy of your ego, or you may wear a black misty hood that hides your features to carry on your crimes..

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