Base Class: Paladin
You stand before those who wish to bind and restrict you, to limit what you can do, of who you can be. But you shall never wear those chains again. You've felt them once, so you know how each and everyone would feel if those chains would be placed on their shoulders. Many wouldn't have the will to take it. But you did. And so you stand against those who wish to cast these chains onto every person alive. You take action to stop their own.
Tennets of Action
- Always Take Action: You wield strength that many do not, and whilst you do not need to take up every cause, a cause that pushes back against authority is one that must be actioned.
- Progress Need Not Be Kind: Whilst happiness and safety is the end goal of most change, the process of getting it is often one of bloodshed and pain and suffering. You don't need to put on a fake smile, but the world must be better at the end of the day.
- Shoulder the Burden: Whilst humility is a virtue, recognise your strengths and act upon them. There are times where you will stand alone with the weight of the world. In these times you are the only ones that can.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Blitz. As a bonus action, you imbue yourself with incredible swiftness and speed, allowing you to blitz through any obsticle, or run down any foe who attempts to halt what you're doing. Until the start of your next turn, your movement speed is doubled, you add your proficiency modifier to your armour class, and when you take the attack action you make an extra attack. If you have extra attack, you apply your extra attacks to this amount.
Call to Action. As an action, you call out to your allies, inspiring them to take action, to make a move, to rise up. Allies within 30ft of you that can hear you may use their reaction to make an attack against a target they can see within range (spellcasters may use any active ability that lets them make attacks, e.g Flame Blade, or cast a cantrip as part of this). All allies make this attack with advantage.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Action 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 Onslaught
Starting at 7th level, you and friendly creatures within 10 feet of you gain a bonus to inititive equalling your proficiency bonus, as well as their movement speed increasing by 10ft.
At 18th level, the range of this aura increases to 30 feet.
On the Offensive
Beginning at 15th level, your unstoppable spirit burns those who try to stand in your way. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Spell Casting modifier force damage to the creature that forced the saving throw.
Action Hero
At 20th level, as a bonus action, you embody those who fell before they could bring about change, the consequences of their actions catching up to them before they can begin to outrun them. For 1 minute, you gain the following benefits:
- You crit on attack rolls on 18-20 rolls.
- Enemies cannot crit against you.
- At the start of your turn, you regain 20 hit points.
Once you use this feature, you cannot use it again until you finish a long rest.
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