Base Class: Paladin
The Oath of Freedom calls to Misfits, Revolutionists, and the Trodden. The beaten who dream of carving their way through the endless winds of conquered seas, slaved countries and controlled planets alike. To these individuals, an inner voice compels their oath to stand with their fellow people against the systems that trap them. When a country pushes it's laws too far, when people take away the people's rights, when injustice in a system breaks their fellow man, these paladins will take up their swords, and tear free from the restraints.
Free your brothers, those caged doves. Work to free the trapped in every endeavor, each and every soul has a right to decide for themselves their future.
Your Allies are your one true home, your one true connection that holds you down. Be willing to shield your fellow man who stands aside you, those who choose to travel the path of true release with you are few of many.
Cut down the Wardens, the vile who control. There comes a certain responsibility with freedom to punish the source of strife. There is no greater evil than the taking of a person's choice.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Freedom Spells table. See the Sacred Oath class feature for how oath spells work.
| PALADIN LEVEL | SPELLS |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Enemy of the people. As an action, you call upon your brothers to make a united attack against one foe. Choose a target, and allies within 30ft of you, until the end of your next turn willing allies have advantage on attack rolls against the target and disadvantage on creatures who aren't the target, affected allies also deal extra damage equal to your charisma modifier on a hit to that target.
Form of Freedom. As a bonus action, your transform into a spirit of the winds. While in this form your movement does not provoke opportunity attacks and you may move through the space of another creature without it being treated as difficult terrain. As a reaction to a creature making an attack roll against you, you may parry the attack. Make an attack roll against the creature, the lower roll between you and the creature automatically misses. You are immune to the grappled and restrained condition. The form ends after one minute, if you end your turn with movement speed left, or if you use movement to move into a space you have already been in this turn.
Aura of Revolution
Starting at 7th level, you break the chains that bind your allies. While you are not incapacitated, as a reaction creatures of your choice within 10 ft while within 5 ft of another creature, can switch places with that creature, provided the target is willing and isn't incapacitated, if the target is unwilling, they must make a contested acrobatics against the target's athletics or acrobatics. If a creature was prone, restrained or grappled by an effect before using this effect the swapped creature is now under those effects instead.
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.
Untouchable Skirmisher
At 15th level, your agility allows you to miraculously evade in the midst of chaos. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Fated Revolutionist
At 20th level, you invoke within yourself the one true spirit of revolution. As an action, you call upon your brothers and this spirit to gain the following benefits for 1 minute:
- You have advantage on Dexterity (Acrobatics) checks and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it is doubled.
- Your "Untouchable Skirmisher" feature extends to Strength and Constitution saving throws.
- When you hit a creature with a melee weapon attack, you deal 2d10 extra damage, a creature can take this extra damage only once per turn.
- Any creature who target or affect you with an attack, harmful spell or harmful feature must first make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a new target or lose the attack, spell or feature.
Once you use this feature, you can’t use it again until you finish a long rest.
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