Base Class: Paladin
Challenge the Status Quo
The Oath of Change is the way of paladins that hold the belief that nothing is eternal or immutable. Their oath binds them to the responsibility of leading change for the greater good. They do not intend to control and impose order, but to steer and direct transformations. Oath of Change Paladins usually have Chaotic alignment.
Paladins of Change are adaptable and flexible, seeking self-improvement as they understand themselves need to change. They are often wanderers, following the scent of conflict and adventure, seeking places where they can see and influence the turning wheels of society. It is not unlikely that two Paladins of Change take different sides in the same conflict and meet in battle, since the understanding of "greater good" may differ from person to person.
These paladins follow the following tenets:
- Stability is an illusion.
- Neutrality benefits those in power.
- Traditions must prove themselves.
- Attachments come and go.
- Conflict can be inevitable.
Oath of Change Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Change Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Expeditious Retreat, Protection from Evil and Good |
| 5 | Misty Step, Zone of Truth |
| 9 | Fly, Haste |
| 13 | Freedom of Movement, Polymorph |
| 17 | Creation, Cloudkill |
Freedom to Change
As an action, you can spend one use of your Channel Divinity to boost yourself for 1 minute, as by the effect of the spell Freedom of Movement. For the duration, you are unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to have the paralyzed or restrained condition. You can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the grappled condition on you. Finally, your swim speed equals your walking speed.
Fear of Change
As an action, you can spend one use of your Channel Divinity to impose yourself for 1 minute, as by the effect of the spell Fear. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the frightened condition for the duration. A frightened creature takes the dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Aura of Initiative
You and your allies gain a bonus to initiative equal to your Charisma modifier (minimum of 1) while in your Aura of Initiative. If a paralyzed or stunned ally enters your aura, that condition has no effect on that ally while there.
At 18th level, the range of this aura increases to 30 feet.
Life Changing Conduit
Your magical smite now can be used to absorb life energy. Whenever you cast Divine Smite, you can recharge your Healing Pool back up to its hit point maximum. It can then be used with your Lay on Hands ability to restore a number of HP to any creature you touch (including yourself).
Metamorphosis
You learn to submit yourself to ultimate change to accomplish your goals and aid your allies. Once per Long Rest, you can cast the spell Shapechange on yourself. You shape-shift into another creature for the duration or until you take a magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level. You must have seen the sort of creature before, and it can’t be a Construct or an Undead.







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