Paladin
Base Class: Paladin

The tenets followed by a Paladin of the Common People are variable, but all are bound to the belief that the world needs to change, and that this change cannot come from a single extraordinary individual, but must be accomplished by all pulling together in unity. Many reject claims of destiny, believing that fate is ultimately uncertain and that only the combined efforts of commoners can guarantee a better future. Usually hewing to a Chaotic Good alignment, these are the common tenets of the Oath;

Equality - All are born equal, and deserve equal rights. Those who hold themselves to be superior are bound to injustice, and must be cast down.

Solidarity - An injury to one is an injury to all. The struggles of the commoner cannot be ignored, and those who can lend aid, must. Pain is lesser when shared, labor is easier when shared, joy is greater when shared.

Change - The conditions of the world today are intolerable, when kings live in gilded palaces, dragons sleep atop piles of gold, and the common man toils in squalor and pain. Though we may not see the end of the struggle to change this, we are not free to abandon it.

Compassion - The injustice of the world can break down a good soul, diminish the light of hope, and even turn from justice those who begin with good intentions. A kind deed, a gentle presence, and respectful words can remind others of the duty to compassion, and set right much that has gone astray. 

Defense - Those with the strength to fight must stand as protectors when the strong aim to prey upon the weak. Dragons, tyrants, archdevils - no such monster should feel safe while you breathe.

Oath of the Common People Spells

A Paladin of the Common People gains the following spells at the paladin levels listed.

Level 3 - Comprehend Languages, Sanctuary
Level 5 - Calm Emotions, Enhance Ability
Level 9 - Beacon of Hope, Create Food & Water
Level 13 - Fabricate, Freedom of Movement
Level 17 - Arcane Hand, Wall of Stone

Channel Divinity

When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Workers' Harmony - You declare a message of unity in a loud, booming voice, calling upon the spirits of the oppressed to come to your aid. For a number of rounds equal to your Charisma modifier (minimum 1), your actions are considered to be aided by the Help action (PHB 192) from an unseen or indistinct source.

Proclaim Revolution - Those who hold themselves to be inherently superior must be shown the error of their ways. As an action, you utter an indictment against those who would trample the rights of the many in service to the few, inspiring in them the fear of revolution. Each creature that believes itself superior (Commonly dragons, most fey, many fiends - ultimately this determination is up to your DM) that can see or hear you within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of Solidarity

Beginning at 7th level, you may use a bonus action to take the Help action on any of your turns, provided that the creature you are assisting is within 10 feet.
At 18th level, the range of this aura increases to 30 feet.

Revolutionary Spirit

Starting at 15th level, you can use an action, once per Long Rest, to exhort a group of hostile creatures with a combined Challenge Rating not greater than half your level, who can all see and hear you, to turn upon those leading them and join your cause. The DM makes a Charisma roll using the score of the creature among them with the highest Charisma, to contest against your own Charisma roll. If you succeed, the affected creatures become your allies for one hour, or until they are dealt damage by you or another of your allies.
After the hour is over, repeat the contested Charisma rolls. If you succeed, the creatures remain allied to you. If you fail, they return to their original state of hostility. You do not get to repeat the roll if the effect was ended because you or your allies dealt damage to them, as they automatically become hostile under that circumstance.

Strength of the People

At 20th level, you can transform yourself into a larger-than-life icon of the working class and the struggle for revolution. Once per long rest, you can use your action to gain the following benefits for 1 hour, as long as you can see or hear a conscious friendly creature.

You grow to Large size, doubling your reach and movement speed.

At the start of each of your turns, gain 15 temporary Hit Points.

Add a bonus to all attack and damage rolls equal to the number of conscious friendly creatures you can see or hear (maximum 5).

All friendly creatures that can see or hear you add half your Charisma modifier, rounded up (minimum 1), to their attack and damage rolls.

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Oath Of The Common People Image

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