Paladin
Base Class: Paladin

Tenets of Liberation

A paladin who assumes the Oath of Liberation commits to fighting oppression and slavery wherever in all its forms.

Skepticism. The power-hungry and dishonorable often hide behind a veneer of charity and kindness. Always questioning and seeking the truth is the best way to reveal injustice.

Autonomy. Everyone has a right to think and express themselves freely as they pursue the life they want to live. This right should be protected from those who seek to deny it.  

Accountability. No one is above the laws of justice. In fact, those who have acquired more power and influence should be held to a higher standard and undergo more scrutiny than the common individual. 

Free Thinking. Ideas and opinions should be able to be safely expressed and defended even when others hold differing views. Open and honest discourse should be encouraged and facilitated wherever possible. 

 

Oath Spells

You gain oath spells at the paladin levels listed

PALADIN LEVEL SPELLS
3rd disguise self, silent image
5th invisibility, knock
9th haste, major image
13th freedom of movement, greater invisibility
17th mislead, passwall

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options

Freedom of Mind and Body. As a bonus action, you present your holy symbol and recite a prayer of supplication, using your channel divinity. Choose one creature within 60 feet of you suffering from any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, or restrained. The creature is freed from one of the conditions given or is cured of one disease afflicting it. 

Holy Subterfuge. As an action, you present your holy symbol and recite a prayer requesting aid, protection, and success, using your channel divinity. A magical field envelops you dampening the sound of your movements and making you more difficult to detect. For the next hour, wearing medium or heavy armor no longer imposes disadvantage on your stealth checks. This effect ends early if you make an attack against another creature. 

Death to Tyrants

By 7th level, your desire to tear down corrupt systems and bring tyrannical powers to justice adds focus to your attacks. You weapon attacks now score a critical hit on a 19 or 20. Additionally, when you score a critical hit on an enemy, the target must make a WIS saving throw against your spell save DC or become frightened of you for 1 minute. The target can repeat this saving throw at the end of each of its turns.

Call of the Revolution

Beginning at 15th level, you can use your action to bring courage to those around you in the face of mounting odds. Using your action, you make a rallying cry to your nearby allies. Choose up to 10 creatures within 120 feet of you. These creatures gain 1d10 + your paladin level of temporary hit points. In addition, you and every creature this affects gain advantage on all attack rolls and saving throws until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.

Leader of the Rebellion

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

  • You have resistance to bludgeoning, piercing, and slashing damage.
  • Your allies have advantage on all saving throws while within 30 feet of you.
  • While your allies are within 30 feet of you, if they are reduced to 0 hit points but not killed outright, they can make a DC 12 CON saving throw instead. If they succeed, they can regain 1d10 + their proficiency bonus number of hit points instead.

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

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