Base Class: Paladin
An oath for those intent on commanding the mob or opposing organised rule.
Oppose Government. All power to all the people.
Take what is owed to you. If we do not act for ourselves, who will?
Courage is Key. Now is not the time for fear. You must be willing to do what needs to be done for the sake of change, even in the face of overwhelming odds.
Hold true and counsel patience. Revolutions take time and preparation. You must strike at the right time to affect the biggest change.
Everyone has the ability to force change. It doesn't matter who we are. What matters is our plan.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Anarchy Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Anarchy Spells
| Paladin Level | Spells |
|---|---|
| 3rd | charm person, disguise self |
| 5th | detect thoughts, suggestion |
| 9th | hypnotic pattern, major image |
| 13th | confusion, private sanctum |
| 17th | modify memory, seeming |
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.
Agent of Chaos You can confuse those who stand against you, causing them to forget who their allies are and sow the seeds of doubt. As an action, you force each creature of your choice within a 15ft radius from you to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies for the next minute. Each time one of the creatures takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever an affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
Sway the Masses Your personality is so strong that you can bend even the strongest foes to your will, temporarily gaining their allegiance. As an action, you can expend a use of your channel divinity to make each creature of your choice in a 15-foot radius from you to make a Wisdom saving throw. Creatures who are hostile to you make the saving throw with advantage. The creatures which fail their saving throws are all charmed by you for the next 10 minutes and regard you as a trusted ally. When the effect ends, the creatures have no memory of the actions they took during this time. A remove curse, greater restoration or modify memory spell can bring back a creature's memory.
Cult of Personality
Starting at 7th level, the influence of your personality can shield yourself and allies from the influence of others. You and friendly creatures within 10 feet of you can’t be charmed by creatures other than you while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Faceless One
You move unimpeded through the chaos of riots and battle, watching events unfold as you orchestrate the flow like a faceless shadow figure in the background. You are considered to be under the effects of the sanctuary spell. If you attack or cast a spell that affects an enemy creature then this effect ends until the start of your next turn.
Avatar for Change
At 20th level, you gain the ability to harness the power of the mob as you lead them in to battle. As an action, you can magically become an avatar for change, creating a 30ft aura around you granting the following benefits for 1 minute:
- The attack rolls of hostile creatures within the aura have disadvantage.
- When a creature that you can see within the aura makes an attack roll or an ability check, you can use your reaction to lower the creature’s total for that roll by your charisma modifier.
- At the start of each of your turns you gain temporary hit points equal to 5 + the number of friendly creatures within your aura. Friendly creatures within the aura gain temporary hit points equal to 5 + your charisma modifier at the start of each of your turns.
Once you use this feature you can't use it again until you complete a long rest.
Previous Versions
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Posted Mar 15, 2019Really well done. I did a chaos aligned oath myself and checked if someone had similar ideas and saw your creation. You took it somewhere else but the theme is quite cool and the subclass balanced. Well done!