Paladin
Base Class: Paladin

"I have not abandoned my oath. It has abandoned me. I walk my own path now."

These Paladins aren’t dark antiheroes; they’re warriors who’ve seen the limits of divine dogma and chosen to step beyond them. They still seek justice or protection, but on their own terms—disillusioned, determined, and independent.

Tenets of the Forsaken Path

The tenets of the Forsaken Path are not laws, but truths learned through pain and reflection.

  • Freedom Above All –No creed binds me; I walk the road that I alone deem right.
  • Truth Over Doctrine –Faith without thought is blindness. I seek truth, even when it hurts.
  • Mercy is a Choice –Mercy is sacred only when chosen, not demanded.
  • Balance is Fluid –The world is never still; neither shall I be.

Oath Spells

You gain oath spells at the levels listed.

3rd hellish rebuke, shield of faith
5th misty step, warding bond
9th counterspell, dispel magic
13th freedom of movement, dimension door
17th synaptic static, wall of force

Channel Divinity: Fractured Conviction

You can channel the remnants of your former power in a new, twisted form.

  • Sow Doubt:

    As an action, you project the weight of your disillusionment, forcing others to question their purpose.

    Choose a number of creatures equal to your Charisma modifier (minimum one) within 30ft of you. Each must make a Wisdom saving throw.

    On a failure, the creature(s) becomes wracked with doubt until the end of your next turn. While affected, it:

    - Can’t make opportunity attacks, and

    - Has disadvantage on its first attack roll or saving throw before the end of your next turn.

 

  • Unveil Truth: As an action, you grant yourself truesight (30 ft.) for 1 minute. During this time, creatures within 30 feet of you are affected as if under the Zone of Truth spell (save DC is equal to your Paladin spell save DC).

Aura of Defiance

Starting at 7th level, your presence unsettles those who would oppress you and emboldens your allies.

While you are conscious, you emit an aura extending 10 feet from you (30 feet at 18th level).

  • Enemies within your aura can’t gain advantage on attack rolls against you or your allies.
  • When an enemy within your aura misses an attack roll, it must make a Wisdom saving throw (DC = your Paladin spell save DC). On a failure, it becomes distracted until the end of its next turn — it can’t take reactions and has disadvantage on its next attack roll.
  • You and friendly creatures within the aura have advantage on saving throws against being charmed or frightened.

Range increases to 30 feet at 18th level.

Boons of the Aimless

Starting at 15th level, you gain a boon, choose one of the following:

  • Chosen Fate: When you fail a saving throw, you can choose to succeed instead. You can use this ability a number of times equal to your Charisma modifier. You regain all uses when you complete a long rest.
  • Mortal Resolve: When you or an ally within 30 feet of you is reduced to 0 HP but not killed outright, you can use your reaction to make them drop to 1 HP instead. You can use this ability a number of times equal to your Charisma modifier (minimum of once). You regain all uses when you complete a long rest.
  • Vengeful Fury: If you miss an attack against a creature, you may use your reaction to reroll the attack. If you hit in this way add and additional weapon die to your damage roll. You can use this ability a number of times equal to your Charisma modifier. You regain all uses when you complete a long rest.

Unconquerable Avatar

At 20th level, you have fully embraced the freedom of your path, becoming an unstoppable force of conviction for 1 minute.

As an action, you can enter this state while conscious. When you do, all conditions and effects currently afflicting you end immediately. For the duration, you gain the following benefits:

  • Unbreakable Will: You are immune to being charmed, frightened, and paralyzed.
  • Relentless Fury: When you hit a creature with a melee attack, you can choose to deal an additional 3d10 force damage.
  • Aura of Resolve: Allies within 30 feet of you are immune to being charmed or frightened and gain +2 to AC.
  • Freedom’s Vengeance: If you are reduced to 0 hit points, you can use your reaction to immediately regain half of your maximum hit points.

Once you use this feature, you must finish a long rest before using it again.

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