Paladin
Base Class: Paladin

Some paladins still draw their strength through the devotion and oath they swear to a deity, or other powerful otherworldly entity. But when said faith is pushed too far, to the point that they believe their god(s) have forsaken them, these warriors can choose to draw strength from tenets of those who wish to do god, even if the gods will not aid them.

 

TENETS OF THE FAITHLESS

Though the exact words and strictures of the Oath of the Faithless vary, paladins of this oath share variants of these tenets.

Honor. Be true to your cause and stand confidently against those who would stop you. Let your actions speak as true as your words.

Compassion. You know the pain of stadning alone in this world. Reach out your hand when you can, and help those the gods leave behind get back up on their feet.

Wisdom. You lack divine guidance, and must rely on the wits of yourself and your allies when making decisions. Do not be afraid to act, but take caution and consider your options, when time allows.

Strength. WIthout the gods, the might you wield is your own. Hone your strength and skills, prove that it is the will of mortals that can turn the tides, as much as the power of the of gods.

 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Faithless Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Faithless Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Inspiring Presence. As an action you can use your Channel Divinty and choose 3 creatures within 30 feet, that can see or hear you, and inspire them with your presence. For the next minute, once per round they can add a d6 to an attack roll, ability check, or saving throw. They have to be within 30 feet of you to use this bonus. You can not grant this bonus to yourself.

Stalwart Resolve. You can use your Channel Divinity to forcefully alter the results. You can give yourself a +5 bonus to an attack roll, ability check, or saving throw. You can choose to use it after seeing your roll, but you must use it before the DM says whether the roll was a success or failure.

Aura of Freedom

Starting at 7th level, you fill nearby creatures with an infectious sense of freedom. While you’re not incapacitated, you and creatures of your choice within 10 feet of you, cannot be grappled or restrained, and ignore difficult terrain caused by magic (such as from spells like plant growth & entangle.) Creatures that are already grappled or restrained when they enter the aura have advantage on ability checks and saving throws to escape the conditions.

When you reach 18th level in this class, the aura affects creatures within 30 feet of you.

Rejection of the Divine

Starting at 15th level, your path as one of the faithless manifests in the rejection of the divine. You become resistant to radiant damage

Champion of Mortals

At 20th level your power has reached its peak, turning you into legendary warrior.

As an action you can summon your full might, and gain the following benefits for 1 minute:

  • You add your Charisma modifier to the damage of your weapon attacks
  • Your weapon attacks score a critical hit on a roll of 19 or 20
  • Once per turn, you can use your Stalwart Resolve ability without spending a use of your Channel Divinity

Once you activate this ability, you cannot do so again until you have completed a long rest, unless you expend a 5th-level spell slot to use it again.

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