Base Class: Paladin
The Oath of Freedom is a sacred commitment to guard the liberty and independence of all good creatures in the world. When the rule of law darkens into the shroud of tyranny, paladins of this oath arise as a bulwark of free will.
The paladins that follow this oath believe that the rights and happiness of the individual supersedes all other good, often putting them at odds with authority. Such paladins may be found plotting prison breaks, destroying the records of debts owed to usurers, or running underground networks to free escaped slaves.
The Oath of Freedom is a sacred duty to protect the freedom and liberty of all good creatures in the world. When the world falls into the darkened depths of tyranny, paladins of this oath rise to fight off and break the chains that hold the innocent.
The paladins that follow this oath believe that the rights and happiness of the individual supersedes all other good, often putting them at odds with authority. Paladins may be found leading prison breaks to save trapped citizens, destroying the records of debts owed to usurers, or running underground networks to free escaped slaves. Paladins of this oath want nothing more than to inspire the freedom and speech of others and show the world that everyone has a chance to live in a world without chains.
All those who embrace freedom and love shall hear the melody bells.
Those who enslave and torture shall be sent to the hells.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Liberate. You can use your divinity to touch a creature and allow them to take to the skies as a bonus action. As a reaction; they can fly up to their movement speed and not evoke opportunity attacks. They will slowly descend back down to the ground on the start of their turn.
Break the Chains. You can magically empower an ally with the strength to break free of that which binds them. As an action, you can touch a creature to end any of the following conditions on a willing creature you can touch: Paralyzed, Petrification, Stunned, Grappled, or Restrained, and any target of your choice adjacent to the creature must make a strength save against your spell dc or will be sent 5ft back.
Escape Tyranny
By 7th level, as a bonus action, you can evoke a powerful will force within your aura of 10ft, all your allies have an advantage against paralysis, restraints, grappled, and petrification. Any creature that is grappling or an object that is restraining you or an ally within your aura, the creature or object takes 1d4 radiant damage at the start of their turn. You can use this equal to your charisma modifier and it lasts for 1 minute. If there are no hostile sources within your aura, the ability cannot be activated and it will end at the start of your turn if no hostilities are in your aura. This ability can be replenished with a long rest and its aura increases to 30ft when reaching level 18.
Unstoppable Revolt
Starting at 15th level, if a creature has the audacity to attack an innocent or one of your allies, you can use a reaction to move to the creature if they are in range and make a weapon strike, if you hit they will miss and stop any other attack actions on their turn. Creature must be within your base movement speed.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Freedom Fighter
At 20th level, Once per long rest, you can become the idealized hero of freedom and liberation. Rallying your allies and the common folk to fight for what is right. As an action, you gain the following benefits for 1 minute:
You gain a flying speed of 60ft.
When an ally enters your aura they receive the effects of the heroism spell. The effects end when your Freedom Fighter duration ends, or they end their turn outside of your aura.
You are immune to any conditions, spells, or effects that would reduce your speed or restrict you from taking actions, such as the stunned condition or the slow spell.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Liberate. You can use your divinity to touch a creature and allow them to take to the skies as a bonus action. As a reaction; they can fly up to their movement speed and not evoke opportunity attacks. They will slowly descend back down to the ground on the start of their turn.
Break the Chains. You can magically empower an ally with the strength to break free of that which binds them. As an action, you can touch a creature to end any of the following conditions on a willing creature you can touch: Paralyzed, Petrification, Stunned, Grappled, or Restrained, and any target of your choice adjacent to the creature must make a strength save against your spell dc or will be sent 5ft back.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Freedom Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
false life, expeditious retreat |
|
5th |
rope trick, spiritual weapon |
|
9th |
fly, mass healing word |
|
13th |
fire shield, freedom of movement |
|
17th |
greater restoration, passwall |
Escape Tyranny
Escape Tyranny
By 7th level, as a bonus action, you can evoke a powerful will force within your aura of 10ft, all your allies have an advantage against paralysis, restraints, grappled, and petrification. Any creature that is grappling or an object that is restraining you or an ally within your aura, the creature or object takes 1d4 radiant damage at the start of their turn. You can use this equal to your charisma modifier and it lasts for 1 minute. If there are no hostile sources within your aura, the ability cannot be activated and it will end at the start of your turn if no hostilities are in your aura. This ability can be replenished with a long rest and its aura increases to 30ft when reaching level 18.
Unstoppable Revolt
Starting at 15th level, if a creature has the audacity to attack an innocent or one of your allies, you can use a reaction to move to the creature if they are in range and make a weapon strike, if you hit they will miss and stop any other attack actions on their turn. Creature must be within your base movement speed.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Freedom Fighter
You gain a flying speed of 60ft.
When an ally enters your aura they receive the effects of the heroism spell. The effects end when your Freedom Fighter duration ends, or they end their turn outside of your aura.
You are immune to any conditions, spells, or effects that would reduce your speed or restrict you from taking actions, such as the stunned condition or the slow spell.
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