As we wrap up our first series of paladins, today we introduce the Oath of Liberty, a paladin who seeks to liberate others and offer them hope in times of oppression. If you’re looking to play a paladin that is awesome at crowd control and teamwork, this is the character for you. The suggestion for this subclass comes from DnDurken (@DnDurken), a frequent ally of the Mage College. Without further ado- For life, for liberty!
Sacred Oath: Oath of Liberty
The desire for freedom burns in the hearts of all creatures and some swear the oath to protect and ensure the freedoms of the common people. Emancipators or knight-rebels, as they are called, seek to strike down tyranny and liberate peoples where they see fit. They are in no way agents of chaos, law that is not oppressive is not their enemy, but the product of their goals. These knights know that freedom is a right to all, but freedom must be earned, fought for, and respected.
Tenets of Liberty
Paladins that swear the oath of liberty swear by tenets that promote freedom and change and light the fire that sparks revolutions.
Give Me Liberty or Give Me Death. It is better to die free, than to live as a slave. While I breathe, freedom lives.
To Each His Own. Liberty is built upon the choices of brave souls, but let them choose. To force one will upon another in inequity is the stuff of tyrants.
Kindle the Flame of Hope. Where there is hope, the raging fires of change are born. In those fires, the mantle of tyranny is burnt away.
You gain oath spells at the paladin levels listed.
Oath of Liberty Spells
|3rd||expeditious retreat, heroism|
|5th||knock, misty step|
|9th||beacon of hope, crusader’s mantle|
|13th||death ward, freedom of movement|
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Call to Liberation. You rebuke the spirit of oppression as a bonus action, using your Channel Divinity. You and a number of friendly creatures you choose up to your Charisma modifier (minimum of one) within 30 feet of you can immediately roll a saving throw to end the effect of a spell or magical effect that has it paralyzed or restrained with advantage. Alternatively, an affected creature can use its reaction to make an ability check with advantage to try escape from nonmagical restraints, such as manacles or a creature that has it grappled.
Unfettering Pulse. You can use your Channel Divinity as a bonus action to emit a wave of divine energy that repels your enemies and bolsters your allies. When you use this Channel Divinity option and for the next minute, at the end of each of your turns each hostile creature of your choice with 15 feet of you must make a Strength saving throw, or be pushed 10 feet away from you and be dealt force damage equal to your Charisma modifier. Each friendly creature within range gains temporary hit points equal to your Charisma modifier + half your paladin level (rounded down). This effect ends early if you are incapacitated or die.
Starting at 7th level, you intercept attackers that would hamper your allies’ escape. When a hostile creature targets an ally of yours within 5 feet of you with an opportunity attack, you can use your reaction to make a melee attack against that creature. If the attack hits, the creature’s opportunity attack automatically misses.
You will not be moved, in body or spirit. Starting at 15th level, you have advantage on saving throws to avoid being charmed, frightened, or moved against your will. If an effect would move you against your will, you are moved only half the distance.
Champion of Revolution
At 20th level, you can channel the spirit of freedom to become a force of change, leading and inspiring others to boldness. As an action, you gain the following benefits for a minute:
- You and friendly creatures within 15 feet of you gain a bonus to ability checks and melee damage rolls equal to your Charisma bonus.
- When you take the Attack action, friendly creatures within 15 feet of you may use their reaction to make one weapon attack.
- As a bonus action, you can lead a gallant charge. Until the end of your turn, each willing friendly creature within 15 feet of you can use its reaction to move when you move up to its speed as long as it stays within 15 feet of you as it moves.
Once you use this feature you can’t use it again until you complete a long rest.