Base Class: Paladin
The Oath of the Recusant is a solemn commitment to embrace liberation and the gravity of freedom. When oppressive forces seek to bring others beneath their boot-heels, when an entire people are held down by the iron rule of tyrants, when choice is ripped from the unwilling, when a people cower beneath the weight of authority – at times like these, paladins arise and give themselves to the tenets of the Recusant. To set free that which has been caged. To these paladins – sometimes called Recusants, Liberators or Deliverers – the freedom of others, as well as their own, holds no equal.
Tenets of the Recusant
The tenets of the Oath of the Recusant vary by paladin, but all the tenets revolve around liberating the oppressed by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to expel tyranny and absolutism from the world. To a Recusant, freedom and free will are the whole of the law, so these paladins are often neutral or chaotic neutral in alignment. The core principles of the tenets are simple.
Control is the Greatest Evil. My will is never forfeit, for my strength is my own to wield.
A Tyrant is given No Quarter. Ordinary foes might win my mercy, but the Oppressor shall see in me only his end.
By Any Means Necessary. If it is within my power to liberate the oppressed, it is my sworn duty to do so, no matter the cost.
Unchained Zealotry
When you take this oath at 3rd level, you gain the usage of Zeal Die. Your radical devotion to liberation and free will has given you the ability to channel the strength of your will into your actions. When performing a skill check, attack roll, or saving throw that is relevant to the tenets of your Oath (at the DM's discretion), you may roll a Zeal Die and add it to your roll. Zeal Die begin as a d4 and increase as your Paladin levels increase, becoming a d6 at level 6, a d8 at level 10, a d12 at level 14, and a d20 at level 18. Alternatively, you may use your Zeal Die to roll for one of the following effects:
Unshackle Ally. If an Ally within 30 feet of you that you can see is forced to make a Wisdom or Strength saving throw, you can use a reaction to roll your Zeal Die and add it to your Ally's roll.
Break the Chains. If a spell or attack requires you to make a Wisdom or Strength saving throw in order to avoid being Grappled or otherwise Restrained, you can use a reaction to roll a Zeal Die instead of a standard saving throw roll. If the result of the Zeal Die is anything other than 1, the effect ends immediately, regardless of the save DC.
You have an amount of Zeal Die equal to your Proficiency Bonus. Zeal Die are regained upon a Short or Long Rest.
Steel Resolve
By 7th level, your unwavering will fortifies your physical frame. You cannot be moved or knocked Prone against your will by the effect of an attack or spell such as Thunderwave.
Additionally, an initial roll of 1 on your Zeal Die can now be re-rolled. You must use the new roll, even if it is a 1.
Soul of Defiance
Starting at 15th level, the strength of your will becomes manifest to those who would oppose you. When you succeed a saving throw caused by an attack or spell effect, the creature who initiated it takes damage equal to the sum total of your remaining Zeal Die. For example, if you have 2 d12 Zeal Die remaining, the creature would suffer 24 damage.
True Liberation
At 20th level, your unflinching will has become a force all its own. You gain the following benefits:
- Any roll of a Zeal Die below 11 is treated as a 10.
- A roll of 20 on a Zeal Die is considered a Critical Success, allowing for an additional roll that does not count towards your total Zeal Die.
Oath Spells
3rd - Heroism, Sanctuary
5th - Warding Bond, Wither and Bloom
9th - Beacon of Hope, Counterspell
13th - Freedom of Movement, Guardian of Faith
17th - Hallow, Dispel Evil and Good
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