Paladin
Base Class: Paladin

Tenets of Freedom
The tenets of the Oath of Freedom are loosely
defined, without the shackles of dogma or stricture.

They are to be followed willingly and full-heart-
edly; to merely obey the oath out of obligation or

duty is to break it.
Liberation. Suffer no chains, whether they bind
friend or foe. Liberty is the natural right of all
living things.
Questioning. Challenge the subtle coercions of
false fairness, unjust law, fearful logic, and gold.
More cages are made of words than of steel, and
as many are broken by truth as by strength.

Passion. Cultivate the loves and habits that exer-
cise your ardor. Feel deeply and bravely, as only

your heart can tell you your true purpose.

Guiding by Example. Some willingly put author-
ity or safety before freedom. You can never

force liberation on those who would refuse it—
instead, labor to change their circumstances
and inspire them with your deeds.

Level 3: Break the Chains

As a Magic action, you can expend one use of your Channel
Divinity to end the Charmed, Grappled, Paralyzed, or
Restrained condition on a creature you touch, or end
an effect on that creature that reduces its Speed. The
target can then move up to 10 feet without provoking
Opportunity Attacks.

 

 

Level 7: Aura of Free Passage

You are unaffected by Difficult Terrain and magical effects
that cause terrain to cost extra movement.
In addition, allies who are within your Aura of Protection
at the start of a turn, or who enter your aura for the first
time on a turn, gain the benefit of this feature until the
end of their next turn.

Level 15: Bring Down the Barriers

Your melee attacks deal double damage to walls, prison
bars, and other structures intended to bar passage. Even
magical barriers cannot stop you: you can make melee
attacks against conjured walls, spheres, cages, and

planes of force which create a barrier. If the bar-
rier causes harm for touching or attempting to

pass through it, those effects trigger when you
attack it.
If a barrier created by a spell doesn’t
usually have AC or Hit Points, you treat
it as having an AC of 20 + the spell’s
level. On a hit, the spell ends.

Level 20: And None Stand Alone

You can call upon the strength of all those you’ve helped
liberate to join the present struggle. As a Magic action,
you can draw them into a spectral crowd, casting Spirit
Guardians without expending a spell slot. When you cast
it using this feature, it doesn’t require Concentration, the
Emanation increases to 30 feet, and Dispel Magic can end
the effect only if it is cast with a level 9 spell slot.

Additionally, as part of the same action, you can magi-
cally request the aid of a specific creature whose freedom

you helped secure, and they can choose to appear in an
unoccupied space within the Emanation. When Spirit
Guardians ends, they are returned to wherever they were
before they answered your call.
Once you’ve used this feature, you can’t use it again
until you finish a Long Rest.






Credits
Concept Design: Mazey Veselak
Design: Dan Dillon, Brennan Lee Mulligan, Hannah
Rose, Brandes Stoddard, Mazey Veselak
Playtester in Chief: Lou Wilson
Layout: Ruby Lavin
Illustrators: Corey Brickley, Lorena Lammer,
The Griffon's Saddlebag
Worlds Beyond Number Cast: Aabria Iyengar, Erika Ishii,
Brennan Lee Mulligan, Lou Wilson
Lead Producer and Sound Designer: Taylor Moore
Lorekeeper: Jack Morgan E.F. Lavandowska
Special thanks to Tazer Army, Amanda Freberg, Shannon,
Rebecca Slater, the Editor Council, and all our incredible
patrons by the Fireside!
Worlds Beyond Number on the World(s) Wide Web
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© 2024 Worlds Beyond Number LLC. All Rights Reserved.
System Reference Document 5.1: This work includes material taken
from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of
the Coast LLC and available at dnd.wizards
systems-reference-document. The SRD 5.1 is licensed under the
Creative Commons Attribution 4.0 International License available at
creativecommons.org/licenses/by/4.0/legalcode.

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