Paladin
Base Class: Paladin

The Oath of Revolution calls to Paladins who see corruption in society and those who govern over it.  Wether it be a deep set problem that is generations in the making or a Tyrant who imposes his will unjustly on their subjects, these Paladins swear an Oath to bring about change.  They seek to improve the standards of all and if possible restore justice and faith to its proper orientation.

This may be a religious issue or purely political, although they are often intertwined, either way these paladins will right what they see to be broken.  Some choose to work openly among the common people attempting to spark the fires of Revolution while others choose to work in the shadows to bring about change in more subtle ways.  The methods may vary but the goal is always the same, to bring about change.

This is the Oath they swear.

SPARK THE FLAMES OF HOPE  - It is not enough to just fight for change. True inspiration and hope will always be more powerful than any one person.

THE COST OF CHANGE - Change does not come freely.  There will always be loss and casualties to bring about what is necessary, sometimes your own morals or methods must change to enable change. It is your duty to lessen these losses, personal or otherwise, as much as possible.

STRONG FOR THE CAUSE - The cause is paramount.  Your personal weaknesses must be overcome, nothing not even yourself will hamper your ability to inact change.

KEEP THE CAUSE ALIVE - Survive for the cause.  Death is only an option when no other choice will keep the cause alive, martyrdom must be earned not sought.

Oath of Revolution Spells

3rd Level - CHARM PERSON, HEROISM

5th Level - SUGGESTION, ENHANCE ABILITY

9th Level - TONGUES, GLYPH OF WARDING

13th Level - FREEDOM OF MOVEMENT, COMPULSION

17th Level - SKILL EMPOWERMENT, 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.

INSPIRING PRESENCE - As an action You can use your Channel Divinity to exude a Inspiring Presence.  You have a +5 bonus for one minute to any Persuasion or Deception rolls made in an atempt to convert anyone to your cause or to support it. In addition your allies gain advantage for ten minutes against any charm, frightening or deception checks.

FIRE OF CHANGE - As an action You may use your Channel Divinity to imbue your weapons with the Fire of Change.  For the next minute your weapons deal additional fire damage equal to your Charisma Modifier. You may choose to give this benefit to an ally who is within 10 ft of you instead of yourself.

Aura of Inpiration

Starting at 7th level, you constantly emanate a Inspiring aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If an ally is within your aura, it has a bonus to its Initiative rolls equal to your Charisma Modifier.  You cannot benefit from this yourself.

At 18th level, the range of this aura increases to 30 feet.

Arbiter of Change

At 15 th level When you or an ally within 10 feet of you fails an ability check or saving throw, you may have them reroll with a +5 bonus. The second roll must be used. You may use this ability once per short rest.

Avatar of Revolution

You imbody every aspect of the cause you fight for. At 20th level you can as an Action magically take on a majestic fiery appearance that inspires those around you and causes your enemies to tremble.  You gain the following benefits for one minute.

  • You have resistance to all damage.
  • You have advantage on all Persuasion or Intimidation rolls to convert others to your cause.
  • When your allies are within your Inspiring Aura and take the Attack action they have advantage.
  • Your enemies make a DC15 Charisma saving throw if they start their turn with 10 or fewer health points. If failed they surrender if possible or flea otherwise.

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