Base Class: Paladin
The Oath of Rebellion is a heavy burden. The evils that the paladins of this oath fight are deeply rooted within the institutions of society, and so for these paladins, orders issued are to be questioned and institutions abandoned when accountability cannot be won. They are not anarchists who wish to tear down the institutions of society, but they are amongst the harshest of critics who speak truth to power. Solitude is the burden carried by the paladins of this oath for their efforts often go unaided for many years before the tide begins to turn.
Due to this solitude, their oath is often overheard by the ears of Warrior Spirits who are not yet ready to leave the material plane. When they hear the paladin's oath and learn of their cause, one of the Warrior Spirits will come forward, choosing to aid them until the paladin is either dead or no longer true to their word. Perhaps they were also paladins in life, who now desire to prove their continued dedication, or perhaps they were simply a warrior, who was disappointed with the state of the world they left behind. Their name and reasons for remaining might be a mystery for many years, if these details are even possible to learn, but what truly matters is the oath now shared.
Tenets of Rebellion
There are no defined tenets to the Oath of Rebellion, as this oath is usually taken in response to an institution with crimes that cannot be endured, but a paladin of this oath would generally emphasis the following values.
Truth. The evils that plague society hide in the shadows, behind smokescreens and lies. You must use the truth to shine a light into dark places.
Responsibility. Everyone is responsible for their own actions, even when following orders. You must not accept this excuse for a crime.
Precision. Those in power are in power because they are clever. You must act with precision when the time is right, otherwise the powerful will mitigate the damage and destroy all that you've worked towards.
Resolve. Society does not change overnight. You must find the resolve to go on, especially when all progress seems lost.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Rebellion Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Rebellion Spells
| PALADIN LEVEL | SPELLS |
|---|---|
| 3rd | alarm, disguise self |
| 5th | enthrall, magic mouth |
| 9th | beacon of hope, sending |
| 13th | faithful hound, private sanctum |
| 17th | seeming, modify memory |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Hard Truths. You can use your Channel Divinity to compel others to reveal a hard truth. When you ask someone a question and you suspect either that they won't answer or that the answer will be a lie, you can force the creature to make a Wisdom saving throw. On a failed save, the target is briefly charmed by you responding truthfully to your question (limited to a few sentences), and the target only becomes aware that you compelled them to speak the truth after they have given their response. On a successful save, the target is unaware that you attempted to compel them to speak the truth. Creatures automatically succeed on their saving throw if they are hostile towards you, if they are immune to the charmed condition, or if they cannot otherwise be magically compelled to tell the truth.
Warrior Spirit. You can use your Channel Divinity as an action to summon your Warrior Spirit. During combat, they act on your turn. While the Warrior Spirit can give commands and warnings (as described by their Leadership ability), they cannot otherwise speak or communicate in a meaningful way. Summoning your Warrior Spirit requires concentration as if you were casting a spell, and the Warrior Spirit will disappear after 1 minute or once they are reduced to 0 hit points.
Aura of the Renegade
Starting at 7th level, when an ally you see within 10 feet of you hits an opponent with a melee weapon attack, you can expend a spell slot using your reaction to grant them your divine smite. There is no range or sight restriction if the ally is your Warrior Spirit.
At 11th level, you do not need to expend a spell slot with your reaction, if you only intend to grant the target the bonus damage from your Improved Divine Smite feature.
At 18th level, the range of this aura increases to 30 feet.
Tenacious Rebellion
Starting at 15th level, when you drop to 0 hit points, your Warrior Spirit will come to your defense. They will remain by your side until you regain consciousness, they drop to 0 hit points, or until they lay your body to rest, casting gentle repose on your body and guiding your spirit to the celestial plane. While you remain unconscious, your Warrior Spirit will regain 5 hit points at the start of their turn, and if they are present when you drop to 0 hit points, they immediately recover any hit points they may have previously lost. Your Warrior Spirit cannot stabilize or heal you, but they act on the next turn of combat, fighting to protect you and your allies.
Once you have used this feature, you cannot do so again until you complete a long rest.
Rebel Knights
At 20th level, you can use an action to summon the Rebel Knights, which includes one or more spirits up to half your spellcasting ability modifier (rounded up) and your Warrior Spirit. The Rebel Knights remain for 1 hour, and no concentration is required. While your Warrior Spirit uses the statistics found under your Channel Divinity feature, the additional spirits simply use the statistics of a knight. When you use your Lay on Hands feature, each of the Rebel Knights will regain hit points equal to half what the target regains, and the only other way for them to heal is for you to use your Channel Divinity as an action (temporarily replacing the Warrior Spirit option), which restores the Rebel Knights to their maximum hit points except for those who have fallen to 0 hit points. During this hour, any ally within 30 feet benefits from your Improved Divine Smite feature.
Once you have used this feature, you cannot do so again until you complete a long rest.
Previous Versions
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1/14/2020 1:44:07 PM
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1/15/2020 1:10:05 AM
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