Paladin
Base Class: Paladin

The Oath of Freedom is a lifelong commitment to liberty and the ideals it depends on—equality, empathy, and solidarity. Often called lordless knights, freedom fighters, and revolutionaries, these paladins swear an oath to oppose the constricting forces of tyranny and bondage wherever they take root. Their wild spirits and outsized passions reflect the promise of living freely, and they bear no standards and wear no uniform— though their manner of dress often involves lighter armor, flowing garments, and symbols of emancipation such as feathers or broken chains.

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-heartedly; 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 exercise your ardor. Feel deeply and bravely, as only your heart can tell you your true purpose.
Guiding by Example. Some willingly put authority 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: 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 Freedom Spells
Paladin Level Spells
3 Jump, Longstrider
5 Knock, Pass Without Trace
9 Dispel Magic, Remove Curse
13 Dimension Door, Freedom of Movement
17 Awaken, Greater Restoration

Level 3: Break the Chains

As an 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 barrier 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 an 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 magically 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.

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