Paladin
Base Class: Paladin

The Oath of Heresy is the path followed by paladins who view the world as cruel and unforgiving, they want to be the agents of change. Most commonly known as revolutionaries, these paladins want to upend entrenched power structures and hierarchies that oppress the common folk. They don't merely follow any subset of beliefs they follow what they do because they view it as the right thing to do. Those who stick with this path wish to see the world bettered and prefer direct action over inaction. 

Many of these paladins don't follow any exact god or deity, mostly actually following teachings, their predecessors, or even higher ideas of thought. Sometimes some paladins pay homage to Archfey if they are desperate. 

Tenets 

Charity. Give to those who have less and are weaker. You have the capabilities to change things others do not. 

Fairness. People follow orders, they are not to blame. Those who lay down there arms need not suffer.

Revolution. Power must be questioned. No one who clings to power has gotten it through honesty and peace. 

Channel Divinity

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

Conjure Duplicate. As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.

Psionic Strike. You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition to apply deadly psionic force it. The force lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition you can expend one of 4 charges, the target takes psychic damage immediately after the attack. The psychic damage equals 1d10 + your Charisma modifier, or 15 + your Charisma modifier if you had advantage on the attack roll.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Heresy Spells
Paladin Level Spells

3rd

charm person, sleep

5th

calm emotions, invisibility

9th

haste, gaseous form

13th

confusion, greater invisibility

17th

dominate person, passwall

Aura of Heresy

Starting at 7th level, you emanate an aura of discord, which gives you the following benefits.

Seeds of discontent. Any creature that has one or more of its allies within 5 feet of you have disadvantage on melee and spell attack rolls against you or an ally.

Martyr for a cause. If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to attack that creature at advantage. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability an amount of times equal to your charisma modifier, and regain expended uses of it when you finish a short or long rest.

Tumultuous revolt

At 15th level, you have the ability to help your allies.Immediately after an ally is hit by an attack, you can use your reaction to switch places with them and gaining advantage on all attacks on this enemy for 1 minute. You can use this feature any amount of times equal to your Charisma modifier minimum once. Once all uses of this feature have been expended, you must finish a short or long rest before you can use them again.  

Icon of Revolution

At 20th level, you become the embodiment of revolt. As an action, you can magically become an avatar of revolution, gaining the following benefits for 1 minute:

• All attacks against you or an ally are at disadvantage.

• When a creature deals damage to an ally, it must succeed on Constitution saving throw (DC equal to your spell save DC) or you deal half of the damage dealt to your ally at the creature that attacked it. This damage bypasses resistances and immunities.

• You have unlimited uses of your channel divinity. 

Once you use this feature, you can’t use it again until you finish a long rest.

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