Base Class: Paladin
Paladins who walk the path of The Defiant have severed their ties to the rigid orders, temples, or deities that originally granted them their power. Often called renegades, vigilantes, or the Unbound, these warriors experienced a profound moment of disillusionment—realizing that the dogmatic laws of their faith stood in the way of true, compassionate justice. Rather than Falling and losing their light, they gripped it tighter, fueling their divine magic with raw, unyielding personal conviction.
The Defiant act as immovable shields for the innocent and the oppressed. They wield their power not as a gentle blessing, but as a blinding, punishing force against those who exploit the rules to cause harm. To a Defiant, a law is merely a suggestion; true justice is an absolute.
Tenets of Defiance
A Paladin of this path casts aside ancient scrolls in favor of their own moral compass.
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Trust Your Compass. Laws are written by fallible rulers. True justice is felt in the soul. Do what is right, regardless of the decree.
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Shield the Broken. The institutions of the world often fail those who need them most. You will be the wall between the helpless and the cruel.
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Stand Immovable. Let corrupt authority and overwhelming odds break against you. Never yield ground when an innocent life is behind you.
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No Masters. You answer only to the truth and your own conscience. Your light is your own.
Defiant Spells
You gain oath spells at the paladin levels listed in the Defiant Spells table.
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3rd Level: Guiding Bolt, Heroism
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5th Level: Knock, See Invisibility
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9th Level: Beacon of Hope, Dispel Magic
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13th Level: Freedom of Movement, Death Ward
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17th Level: Greater Restoration, Passwall
Channel Divinity: Defiant
Level 3: Channel Divinit
When you take this path at 3rd level, you gain the following two Channel Divinity options.
Blinding Rebuke. As a Bonus Action, you unleash a flare of challenging light to command the battlefield. For 1 minute, whenever a hostile creature within 10 feet of you makes an attack roll against a target other than you, you can flash with blinding radiance. The attacker has Disadvantage on the attack roll.
Radiant Breach. As an Action, you unleash a burst of untamed light. Each hostile creature within 15 feet of you must make a Constitution saving throw or be Blinded until the end of your next turn. Furthermore, any non-magical restraints (such as ropes or manacles) on you or friendly creatures in that radius are shattered.
Level 7: Aura of Liberation
7th Level: Aura of Liberation
Your presence radiates an unyielding will to remain free. You and friendly creatures within 10 feet of you can't have your speed reduced, and you have Advantage on saving throws against being Paralyzed or Restrained while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Vanguard's Retribution
15th Level: Vanguard's Retribution
Your defiant light surges when your defenses are tested, lashing out at those who strike you. When a creature within 5 feet of you hits you with a melee attack, you can use your Reaction to make one melee weapon attack against the attacker. If the attack hits, it deals its normal damage, plus extra Radiant damage equal to your Charisma modifier.
Unfettered Champion
20th Level: Unfettered Champion
You embody the ultimate expression of chaotic good justice. As a Bonus Action, you gain the following benefits for 10 minutes:
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You are immune to the Grappled, Paralyzed, Restrained, and Stunned conditions.
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Whenever you use your Divine Smite, you can roll a d8 and add it to the radiant damage dealt without expending a higher-level spell slot.
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If you drop to 0 hit points, you can choose to drop to 1 hit point instead. Once you use this benefit, you can't do so again until this transformation ends.
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend a 5th-level spell slot to use it again.
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