Paladin
Base Class: Paladin

A king's decree is equal to a peasants' decree

The Paladins who make an oath of Liberty are far from your average Paladin. They are as varied as the colors on a rainbow. One group of such Paladins may be known as freedom fighters fighting against an authoritarian regime. Another may be a group of terrorists determined on killing a beloved king. All Paladins under the Oath of Liberty follow only one binding law. All are equal and none may treat another as below or above themselves. This law is a huge statement of contention and discussion among these paladins. It's been interpreted differently by many under the Oath.

The most common members of this oath are rebels. Some are violent activists for an economic system where all share and make the same amount of coin. Viewing things like nobility and royalty as a stain to be removed from our shared existence. While others indirectly became necromancers due to protecting a group of non violent necromancers from being prosecuted for their magical practices. Believing such practices as just a freedom of magic. There's even infighting between Paladin under the Oath of Liberty as most believe in different paths of ensuring equality for all.

The tenants of such radical Paladins are:

  • All are equal.
  • Seek to understand before you act.
  • The voice of the many outweigh the voice of the one.

Level 3: Oath of Liberty Spells

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

Oath of Liberty Spells
Paladin Level Spells
3 Longstrider, Feather Fall
5 Knock, Spider Climb
9 Remove Curse, Water Walk
13 Polymorph, Freedom of Movement
17 Creation, Reincarnate

Level 3: Unshackle

When you or an ally take damage or receive a status condition you may expend a channel divinity as a reaction. You and a number of friendly creatures equal to your charisma modifier within 30 feet of you gain a flying, swimming, or climbing speed (each creature picks one of the three options) equal to your speed until the end of your next turn. As part of this reaction you may use the granted movement to move. The movement granted by the reaction doesn't trigger opportunity attacks. When receiving this movent it also ends the grappled, incapacitated, paralyzed, petrified, prone, restrained, stunned, and unconscious status effects for yourself.

When a creature other than you receives this speed bonus they may expend a reaction to use the granted movement to move up to the amount of granted movement on the turn they receive it. This movement also doesn't trigger opportunity attacks. When receiving this movement it ends the grappled, incapacitated, paralyzed, petrified, prone, restrained, stunned, and unconscious status effects for the creature.

Level 7: Aura of Freedom

You and your allies in your Aura of Protection ignore difficult terrain and your allies will not trigger attacks of opportunity while in your Aura of Protection. You can still trigger opportunity by moving outside of a hostile creatures range however.Any friendly creature who starts their turn in your Aura of protection or enters it during their turn ignore difficult terrain and are unable to be the targets of opportunity attacks for the rest of that turn. Enemies in your Aura of protection also cannot make opportunity attacks.

Level 15: Reparations

Any excess healing done to your allies turns into Temporary Hit Points. E.g. You use lay on hands to heal an ally, who's missing 13 Hit Points, 15 hit Points. They would then immediately gain 2 Temporary Hit Points. Additionally whenever you or an ally you can see fail a d20 test you and a number of creatures equal to half your charisma modifier (minimum of 1) heal an amount of Hit Points equal to your paladin level. You can use this method of healing twice per long rest.

Level 20: Liberation

As a Bonus Action, you can luminate an aura of complete freedom, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Liberation. You are immune to all status conditions. At the start of each of your turns you may end a status condition affecting a friendly creature in your Aura of Protection.

Retribution. Whenever a creature inflicts an effect that would give you or an ally within your Aura of Protection a status condition or subjects you or an ally within your Aura of Protection to a saving throw you may inflict Retribution on that creature. A creature inflicted with Retribution takes 1d20 radiant damage plus your charisma modifier at the start of each of it's turns. The Retribution effect ends on a creature when they spend a turn without moving, taking an action, bonus action, or reaction, and deal no damage.

Movement of the Free. You are hovering while this effect is active.

Previous Versions

Name Date Modified Views Adds Version Actions
2/17/2026 11:11:42 PM
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