Base Class: Paladin
The People's Paladin is one whom follows the Oath of the Chain Breaker. These Paladins have sworn to uphold a revolutionary spirit that fights against the tyranny of the upper class as well as the oppression of the mercantile society. They strive for an equal world where everyone is taken care of by a communal society run by and for the people. These Paladins value equity, compassion, and abhore hierarchy in any form.
Channel divinity
When you take this oath at 3rd level, you gain the following two Channel Divinty options.
From each according to his abilities. You can use your channel Divinity to help your comrades in a bind, if your ally makes a skill check you are proficient in, within your presence, they may make an extra roll with your skill modifier for the second roll.
To each according to his needs. You can use your Channel Divinity to even the odds. As a bonus action, double the effectiveness of your Lay on Hands to the party member with the most damage taken
Aura of the Worker
Starting at 7th level, you constantly emanate a revolutionary aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
You and any creatures within your aura have advantage against being grappled or any effect that causes you to become restrained, in addition, any allies within your aura cannot be forcibly moved across dimensions.
At 18th level, the range of this aura increases to 30 feet
Workers of the world, Unite!
You are able to add your gift to the spirit of revolution within your comrades. You and any of your comrades fighting with simple or improvised weapons within your aura receive a bonus to hit equal to your charisma modifier and a bonus to damage equal to half of your charisma score. This damage is also considered to be magical regardless of the weapon used
True Revolutionary
You become the glorious icon of the revolution. As a bonus action, you gain the following benefits for 1 minute
- Your Aura's range is now 60ft
- Your Charisma modifier is doubled
- You gain immunity to the following effects: Charmed, Frightened, Grappled, Paralyzed, Petrified, Restrained, and Stunned
- You cannot be knocked prone except by magical means
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