Paladin
Base Class: Paladin

The Oath of Freedom gazes upon the structure of rigid authority and the machinations of decadent kings and rulers with utter disgust, vowing upon their very souls that they will see such institutions fall. Though the motivations for those who take this oath can be as benevolent, sinister, or abstract as any other purpose, these paladins would see the end of subjugation and the stifling of individual free will, protecting self-determinism as a gift given freely to all beings. These oath-bound warriors are not so easily contained by individual roles, as the very freedom they serve can easily set two paladins of the same oath against one another. Some paladins may find themselves sworn to the destruction of all banditry and slavery as roving heroes while others may lead marauders and barbarians to tear down antiquated governments in open rebellion. One thing remains consistent, however: paladins of this oath often take individual squires under their tutelage to teach the ways of this oath. This ensures that either through heritage or usurpation, the paladin themselves do not become an obstacle to the very oath they took.

 

Tenets of the Oath from Freedom:

Free Will. Defend the rights of all free beings to choose their lot in life. Oppose slavery and involuntary servitude in all its forms.

Defy Destiny and Fate. Should you face an entity or force which would compel one to a life course not of their choosing, passively giving support for their own decision is insufficient. Become the champion of those burdened by an unwanted bond.

Consequence. Dedication to freedom comes with inescapable culpability. Acceptance of the results of your actions is mandatory, intended or otherwise; you cannot directly interfere with retribution against yourself directly outside of protecting your own life and those of the innocent. When retribution calls upon you, you must answer it and pay its price, whatever form that may take.

Channel Divinity

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

Fate’s Bane. You can use your Channel Divinity to invoke the boundless expression of one’s will against the chains of tyranny. As an action, non-magical chains, ropes and bindings within 15 feet of you are undone, and non-magical doors are immediately unlocked. Magical bindings and locks can be undone by a spell attack roll against the lock’s DC.

Unchained Spirit. As a reaction, you can use your Channel Divinity to embolden yourself or others with the essence of freedom when faced by malicious, controlling forces. If you or an ally within 30 feet of you fails a saving throw against a spell or effect that would cause the target to be charmed, frightened, paralyzed, restrained, stunned, or incapacitated, the target of the spell or effect rerolls the saving throw. They must use the new result, even if it's worse.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Freedom Spells

Aura of Liberation

Starting at 7th level, your boundless spirit protects those around you from the chains of fate and authority. You and allies within 10 feet of you have advantage on saving throws or ability checks against being grappled and against spells and effects that cause their targets to be frightened, paralyzed, restrained, or stunned.

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

Boundless Soul

Starting at 15th level, you and allies within the range of your auras are immune to all adverse effects from magically altered terrain, including movement penalties for difficult terrain, saving throws against applicable spells, and damage or damage over time. Additionally, you gain an additional use of Channel Divinity. You regain your uses of Channel Divinity after a long rest.

Exemplar of Freedom

At 20th level, you become the embodiment of freedom. Soft motes of light slowly glow and vanish as they slowly move around and away from you, and a flowing tailwind trails you wherever you might travel. You gain the following benefits:

  • You have advantage on saving throws against being charmed or subjected to mental compulsion. You are immune to fear effects.
  • Whenever an enemy targets you or an ally within one of your auras with a spell, that enemy must make a Charisma saving throw against your spell save DC. If they fail, they take 3d6 + Charisma modifier force damage. If the spell being cast requires concentration, enemies who take damage from this feature makes their Concentration check at disadvantage.

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