Base Class: Paladin
Noblemen hold parties and feasts on their halls, eating and drinking without a break and throwing the wastes to the dogs and slaves for them to fight for as an amusement. As merchants enjoy a good dinner and a warm hearth, beggars freeze and starve amongst the rain-wet dark streets. Those who hold the Oath of the Chainbreaker swear to fight all this, end with the injustice inherent to the society for a fairer and more equitative world, where everyone knows they are no better than the others.
TENETS OF THE CHAINBREAKER:
Freedom. Work for those who are unfairly oppressed. There is no freedom when everyone is enslaved.
Rebellion. Those who have power use violence to submit the weaker. Face oppressors and urge the downtrodden to fight for the cause.
Solidarity. Always aid the weak and the disadvantaged. Always fight the powerful and the tyrants.
Equity. Do never accept authority charges, nor titles, nor lands. Do never bow, nor swear loyalty.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Undo the Bindings. As an action, you can choose a creature 30 feet around you that you can see that is restrained or grappled in some way (with a rope, by a tentacle, etc.) after a short pledge, those bindings undo and the creature is freed, and it has advantage when avoiding to be restrained for 1 minute.
Free the Will. As an action, you can touch a creature to dispel all control effects that affect its mind, such as fear or charm.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
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PALADIN LEVEL |
SPELLS |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Freedom
Starting at 7th level, you emanate an aura that helps creatures around you to get free from their bindings. You can use your reaction to target a creature within 15 feet that is either grappled or restrained. If the creature makes a successful Dexterity check, it is released from the condition.
At 18th level, the range of this aura increases to 30 feet.
Indomitable Spirit
At 15th level, your spirit becomes so in tune with your oath that you can free yourself from any bonds. If you start your turn grappled, restrained, paralyzed or petrified, you can end all those conditions once per long rest. Doing so consumes your action for that turn.
Chainbreaker
At 20th level, you can assume the form of the Chainbreaker to free the downthrodden and bring retribution amongst tyrants. Using your action, you begin to transform. You gain the following bonuses for 10 minutes, after which you must take a long rest until you can transform again.
- Four radiant chains appear on your back. Once per turn, you can attack a creature with them as a bonus action, dealing 4d10 points of slashing damage. If the creature has an evil alignment, it must succeed on a Wisdom saving throw or it will be restrained until you say so or for the duration of the transformation, taking 2d10 aditional points of radiant damage. One chain can restrain a medium-sized creature. Large creatures take two chains, and huge and gargantuan creatures take all four chains. Gargantuan creatures, in addition, can repeat the saving throw at the begginning of their turn, although with disadvantage. You can still attack with the chains that aren't restraining a creature.
- As a bonus action, you can choose a target that is held shut by a mundane lock or that is stuck or barred. That target becomes unlocked, unstuck, or unbarred. If the object has multiple locks, all of them are opened. If you choose a target that is held by an arcane lock, the spell is permanently supressed. When you do this, a loud thunder, audible from as far away as 300 feet, emanates from the target object.
- Allies within 30 feet are unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. They can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
Previous Versions
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10/30/2018 6:21:51 PM
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203
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0.0.1
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Coming Soon
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