Paladin
Base Class: Paladin

ath of Rebellion Paladins who swear to this oath are not cut from the usual cloth. weather it be because of tragedy or some other intervention. these paladins forsake The more regimented traditions of most paladin orders. Thier practices are looser and more flexible though they still adhere to a loose code. These paladins become the champion of the trampled actively seeking to stamp out opression where ever it may be.

Tenets of rebellion
 

Freedom: One should be free to live thier lives, Defy any oppressors.

Liberation: Suffer not the tyrant, Depose those who abuse thier authorities.

Vigilance:: In times of peace be vigilant, A tyrants reach knows no rest.

Commitment: No matter how grim the cost hold true to the cause others depend upon you.

Channel Divinity

Expel the Authority: Each creature that is a Celestial, Fiend, Undead, or of a Lawful Alignment that is within 30 feet of you must make a Wisdom Saving Throw or be turned for 1 minute.or until it takes damage.

 A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action.

Rallying Dissent: As an action, you can use your channel divinity to bolster the resolve of those vulnerable. Choose a number of creatures within 30 feet of you equal to 1 + your charisma modifier (minimum of 2). When the effect resolves, each creature targeted by this effect gains temporary hit points equal to your Paladin Level plus your Charisma Modifier. This effect lasts on a creature for 1 minute, or until all of its

Mark of Revolution

When you select this subclass, you mark yourself for rebellion, setting the process of breaking the boundaries set by other Paladin orders into motion. You gain the following benefits:

You may use “Smite Spells” with ranged weapons, as well as with unarmed strikes.

Your Divine Sense can now determine the alignment of creatures you detect. Additionally, you have advantage on Insight checks made against creatures of Lawful Alignment.

Once per turn, you can use your Divine Smite feature on ranged weapon attacks. If the attack misses, the spell slot used is still expended.

 

Oath Spells

Level Spell
3rd Longstrider, Color Spray
5th Blur, Alter Self
9th Blink, Clairvoyance
13th Freedom of Movement, Dimension Door
16th Mislead, Hold Monster

Aura of Defiance

At seventh level the honeyed words of those who once held power over you now falls on deaf ears. You and creatures within your aura of protection now have immunity to the Charmed condition, as well as advantage on checks and savings throws against forced movement.

Anarchic Rebuttal

At 15th you are a known champion of the rebellion. Whenever you or a creature within your aura is attacked by a hostile creature, you can use your reaction to force the attacker to make a Wisdom Saving Throw As per the sanctuary spell effect. this effect lasts until the start of the paladin turn.

On a failed save, the attacker changes the target of its attacks to a different target with its range. If there aren’t any valid targets within range, roll a d6. On a 4 or higher, the attacker hits itself with its own attack. Otherwise, the attack misses.

United Uprising

As of 20th level You’re now at the pinnacle of your righteous activism, and now you share that boon with your fellow revolutionists. As an action, you undergo a transformation that turns you into a beacon of unity. When you activate this ability, choose a number of friendly creatures within your aura equal to Charisma Modifier (minimum of 1). Those creatures are magically tethered to you for the duration, as your mark of rebellion glimmers brightly on their foreheads.

While tethered to you in this way, those creatures receive the following benefits:

 They gain the effects of the Warding Bond and Freedom of Movement spells, with the damage from Warding Bond going specifically to you.
 They gain advantage on attack rolls, saving throws, and skill checks against Celestials, Fiends, Undead, and all creatures of lawful alignment. Similarly, creatures of the listed types have disadvantage on attack rolls, saving throws, and skill checks against each creature that is tethered to you.
This transformation lasts for 1 minute, during which you have resistance to Bludgeoning, Piercing, and Slashing Damage. The transformation also ends if you’re knocked unconscious. Once you use this transformation, you cannot use it again until you finish a long rest.

 

 

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