Paladin
Base Class: Paladin

The Oath of Freedom of a sacred commitment to guard the liberty and independence of all good creatures of the world. When the rule of law darkens into the shroud of tyranny, Paladins of this oath rise as a bulwark of free will. 

 

The Paladins that follow this oath believe that the rights and happiness of the individual supersedes all all other good, often putting them at odds with authority. Such paladins may be found plotting prison breaks, destroying the records of debts owed to userers, or running an underground networks to free escaped slaves. 

Oath of Freedom Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Freedom Spells table, you thereafter always have the listed spells prepared.

Oath of Devotion Spells
Paladin Level Spells
3 Expeditious Retreat, Feather Fall
5 Knock, Misty Step
9 Haste, Fly
13 Dimension Door, Freedom of Movement
17 Passwall, Teleportation Circle

Channel Divinity

Divine Translocation. You can invoke the sacred power of freedom to spirit your allies away through arcane passageways. As an action, you can choose a number of willing creatures up to your Charisma Modifier (minimum of one creature). The chosen creatures are teleported up to 30 feet to unoccupied spaces you can see. 

Break the chains. You can magically empower an ally with the strength the break free if that which binds them. As a bonus action, you can end any of the following conditions on yourself or a willing creature you can see within 30 feet of you: Paralysed, Stunned, Grappled or Restrained. 

Aura of Escape

Whilst you aren't Incapacitated, Hostile creatures within your aura cannot target your allies with opportunity attacks. 

Holy Emancipator.

At 15th Level, you can cause a creature of your choice to erupt in emancipating energy immediately before or after you target it with one of your Channel Divinity options. Hostile Creatures within 10 feet of the target of your Channel Divinity must make a Constitution saving throw, or take 3d8 + half your paladin level in radiant damage on a failed save, and half as much on a success. In addition to this, creatures who fail the save are pushed away from the target 10 feet, and fall prone. 

Spirit of Freedom

At 20th level, you become a mortal paragon of freedom. You gain the following benefits. 

  • You gain a flying speed equal to 60 feet and can hover. 
  • You ignore movement penalties imposed by difficult terrain or being underwater
  • Magic cannot reduce your movement speed or cause you to be Grappled, Restrained, Paralysed or Stunned. 
  • You can spend 5 feet of movement to escape from any nonmagical Grapple of Restraint. 

As an action, you can choose a number of willing creatures you can see within 30 feet of you, up to your Charisma Modifier (minimum of one creature). Each gains the benefits listed above for 1 minute. Once you use this action, you can't use it again until you finish a long rest, unless you use a 5th level spell slots to use it again. 

Spirit of Freedom

At 20th level, you become a mortal paragon of freedom. You gain the following benefits. 

  • You gain a flying speed equal to 60 feet and can hover. 
  • You ignore movement penalties imposed by difficult terrain or being underwater
  • Magic cannot reduce your movement speed or cause you to be Grappled, Restrained, Paralysed or Stunned. 
  • You can spend 5 feet of movement to escape from any nonmagical Grapple of Restraint. 

As an action, you can choose a number of willing creatures you can see within 30 feet of you, up to your Charisma Modifier (minimum of one creature). Each gains the benefits listed in your Spirit of Freedom feature for 1 minute. Once you use this action, you can't use it again until you finish a long rest, unless you use a 5th level spell slots to use it again. 

Activate Spirit of Freedom

At 20th level, you become a mortal paragon of freedom. You gain the following benefits. 

  • You gain a flying speed equal to 60 feet and can hover. 
  • You ignore movement penalties imposed by difficult terrain or being underwater
  • Magic cannot reduce your movement speed or cause you to be Grappled, Restrained, Paralysed or Stunned. 
  • You can spend 5 feet of movement to escape from any nonmagical Grapple of Restraint. 

As an action, you can choose a number of willing creatures you can see within 30 feet of you, up to your Charisma Modifier (minimum of one creature). Each gains the benefits listed above for 1 minute. Once you use this action, you can't use it again until you finish a long rest, unless you use a 5th level spell slots to use it again. 

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