July 17, 2017

Oath of Freedom

Sacred Oath
Notes from the Nails: because not all paladins are lawful!

Oath of Freedom

Most paladins place great emphasis on duty, honesty, order and justice, believing that an orderly approach to life is the best way to keep their tenets and accomplish their objectives. The Paladins of Freedom, however, reject this approach. Instead, they stress that personal liberty is the most important thing an individual can have – so important that they actively reject all laws that do not originate from the gods themselves.

Tenets of Freedom
All paladins who swear this oath respect the following ideals:
     None Shall Bind Me. The laws of men are artificial, arbitrary, and prone to abuse. I will not submit to any laws that do not align with the will of the gods.
     I Will Fell Tyrants. Those who seek to impose cruel laws or tyrannical rules rob the people of their freedom and must be actively and vigorously opposed.
     If Others Are Not Free, I Am Not Free. Freedom is meaningless if it is only available to a privileged few. It is essential that enslaved and oppressed peoples everywhere be freed.

Oath Spells
You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rdheroism, sanctuary
5thknock, spider climb
9thdispel magic, remove curse
13thfreedom of movement, polymorph
17thcreation, passwall

Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
     LiberateYou can use your Channel Divinity to speak holy words of freedom. As a bonus action, you can choose a creature within 60 feet that is grappled, paralyzed, or restrained, ending those conditions immediately.
     Power Unchained. As an action, you present your holy symbol and unleash your full power, breaking through all limits. For 1 minute, you can use Charisma instead of any other ability score whenever you make an ability check, saving throw, or attack roll.

Aura of Chaos
Starting at 7th level, the laws of physics don't apply as strongly to your immediate vicinity. You and each friendly creature within 10 feet of you can re-roll one die. Use the results of the second roll, even if it is worse than the original. Once a creature uses this ability to reroll a die, it can't do so again until it finishes a short or long rest.
     At 18th level, the range of this aura increases to 30 feet.

Self-Determination
By 15th level, you are magically protected from being told what to do by anyone. You are immune to any enchantment spell that would alter your personality, compel you to perform a specific task, or force you to behave in a certain way.

Ultimate Emancipator
At 20th level, you can assume the guise of a legendary freedom fighter. For 1 minute, your appearance changes as if by the disguise self spell and you gain the following benefits:
  • When you move on your own turn, you can teleport to any location you can see within your base walking speed instead of moving normally.
  • Whenever you hit a creature that is affected by any temporary magical effects with a melee attack, you can choose to end one of these effects at random.
  • You can take two reactions per round.
Once you use this feature, you can’t use it again until you finish a long rest.


Changelog: 18/7/17: Ultimate Emancipator: once/long rest.

27 comments:

  1. PDF calls the 20th level ability "Relic Legacy", while the prior information calls it "Ultimate Emancipator"

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    1. Looks like a copy-paste error (sounds like it's from the Oath of the Seeker) on the part of the Finger. He makes the pdfs and posts them right before he turns in for the night, so we'll have to wait a few hours to get it fixed.

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    2. Just bringing attention to it. Other than that, this looks really nice. I'm not usually the Paladin type, but I'd be interested in playing this. I'm much more of a Warlock guy though.

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    3. I realized that the moment I woke up -- just fixed it.

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  2. whilst the second channel divinity is weak source for you, as it really is only going to affect ability checks, and maybe not even that
    the 15th level feature is out right OP immunity to almost an entire school of magic holy god sucking balls is that powerful, even Devotion only makes you immune to charm things like Geas and sleep still apply but this, holy balls it's strong

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  3. Eh, I'd rather have the Ancient's blanket magic resistance. Enchantments *can* be powerful but equally, you could go days without encountering anyone who can cast one. So I'd say it's situational.

    Also, the feature doesn't work on some of the key enchantments - Hold Person, Hex, Sleep, Power Word: Stun and Power Word: Kill, since they don't change your personality or force you to act.

    The 'use Cha for anything' idea obviously doesn't add much raw power, but I'm sure an inventive player could come up with all sorts of interesting uses for it.

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    1. sleep and hold person can be argued that they wwowuldn't effect from the wording additionally you are lopping off the rest of the school, which is a greatnumber of spells, and all though they're normally situational spells you are by very virtue stopping certain monsters from doing anything to the paladin. a better thing would either be adavantage on saving throws against or cutting it even further down. as for the charisma thing yeah you could be invventive and use it to magically make you smart for a minute or to boost an int or Dex save (not that a palladin needs better saves mind you) but wouldn't it be better if it was useful for a high stat paladin.

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    2. I think the sticking point with Self-Determination is that there's quite a bit of room for argumentation. Here's an idea: don't most of those spells charm the target or fail to work on a target that can't be charmed? We could probably make this feature "you can't be charmed", with some bonus abilities thrown in.

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    3. I considered 'can't be charmed' and didn't like it because a) it felt boring, b) we've done that before, c) the devotion paladin already has it and d) it doesn't capture the 'no one tells me what to do' fluff.

      I don't really see how any of what I've written is open to interpretation. It's very clear.

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    4. I guess "room for argumentation" is incorrect -- more like it takes some interpretation from the reader, which is fine, but feels like there's probably a more direct route.

      And you're right that immunity to charmed it boring, done before, etc., but it could make a good jumping off point for a more general effect that for sure covers all our bases. Right now, for example, you can still be charmed in general, and be compelled by other things that don't use enchantment magic, if such spells exist.

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    5. I feel like a consistent language is important. If you do X than it should be called X. But that's from my many years of MtG honestly.

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  4. So... A paladAYN? (get it? get it?)

    Seems cool. Marxist paladin next?

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    1. The first draft of this was more of an Oath of Anarchy, but I like the idea of doing paladins for different governing systems. Oath of the Glorious People's Republic could be a very fun subclass about standing in lines and sharing wages, for example.

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    2. I'd prefer to keep them serious and applicable to default d&d worlds, like this one and the wealth domain. A collectivist paladin could work, but it'd have to fit in the setting.

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    3. I hate to break it to you, but...

      https://docs.google.com/forms/d/e/1FAIpQLScl55wzkdthfxeKpx-SszsUeiEfpTqk2pXursHRwITHpG6duw/viewanalytics

      'Silly' subclasses like cheese wiz and cluckromancer are wildly popular with the voting public. We have to give the people what they want!

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    4. Oh! Collectivist paladin please. I'm trying to run a paladin who believes in the goodness of people and working together, and find myself really annoyed that existing oaths don't quite fit (actually the oaths themselves for oath of the ancients is pretty close, but that class is naturey rather than humanist and so doesn't quite work).

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    5. ;-; please I'm lactose intolerant. Make a gluten free druid at least!

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    6. 'Regular' druids kind of already do seek natural alternatives to common products, so maybe there's a way to push that to the extreme for a Circle of Soya...

      What do you think for a name for the socialist paladin? Oath of Unity perhaps?

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  5. So if I cast Glibness and then activate Power Unchained, I become a god among men for one minute?

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    1. Yeah, that's what I'm talking about. You'd need 15 levels of bard or warlock to do it, of course, but it should be very effective.

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    2. That's an 18th lvl build tho. You almost never play that high. But omg would it be worth it.
      DM: Ok Warlock of the Fiend, you get enough xp for 16th lvl
      Me: I take a level in paladin
      DM: That doesn't...
      Me: Trust me

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  6. So does the capstone not have a "You can't use this ability again until after a long rest" part? Meaning someone could just use it every battle?

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    1. Oh, I just forgot to write that line. It's been added now. :S

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  7. I feel like specifying enchantment spells for self determination makes less sense

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    1. Less sense than not specifying? I dunno. Seems like the same amount of sense to me. In any case, all of the 'brainwashing' spells are in the enchantment school; any from other schools that changes your behaviour or personality are probably not things this paladin should be protected from.

      Example: Fear, an illusion. That spell compels you to run away, right? But I'd say it's not actually denying you your free will, it more like it manipulates your emotions. So the paladin should still be affected.

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