Oath of Liberation (5e Subclass)

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Oath of Liberation

The image of a paladin is a clear one: Devout warriors fighting evil and disorder. The zealous brute who suspects enemies of the faith everywhere and kills everyone his divine sense or the king label as “evil”. The naive idealist trying to redeem demons or goblins. Sometimes though, a paladin can not help but ask questions: Why are dragons, goblins and so forth wicked? Why should I obey the king? Why do i need priests to understand the will of my god? Why is the world the way it is? From time to time, the paladin is not content with simple answers. She retreats into ancient libraries, makes pilgrimages to the dwellings of sages and travels to foreign lands in search for truth. Seldom, such Paladins are forever changed by their travels as questions only yield to more questions and they have to doubt everything they considered to be true. They leave their old life behind and forge a new oath.

Paladins of this Oath do not give away their allegiance easily, for the tyrants and warlords as well as their old faith fear or persecute them. They wear clothes and armor of all kinds, with no unifying motif, (except perhaps exactly this lack of adornments) and their holy symbol, either a modified symbol of their god or their personal emblem. For this they are called “colorless knight” or, less poetic, “renegades”. They are firmly aligned with both chaos and goodness.

Their exact goals and aims both depend on the individual and their circumstances. One might work to curb the power of a king who rules by force of arms and a dubious claim of divine right. Another might arm the slaves of his home country aiming to let them liberate themselves and replace their toil with magic and non-sentient constructs, while another strives to end the meddling of gods into mortal affairs and try to slay the evil gods who hold countless sentient creatures in the thrall of evil. While they all are determined and convinced of their mission, the powers arranged against them force them to act with caution and choose their fights and causes carefully, lest they die an early death and do more harm than good.

Your Gods and You:

While colorless knights are a contentious and stubborn lot, they are not nonreligious as a rule of thumb. They are skeptical of church dogma and hierarchies, but they will still follow and worship gods they consider good, as long as the oath and the tenants of their faith are compatible. A paladin of a particular lawful or neutral deity might convert to a more chaotic or good faith. In general, as long as the god accepts the paladins unorthodox behavior, their faith is not diminished. However, they will see their god more as a worthy ideal than a powerful person to bargain or please with the "correct" forms of behavior or rites.

They keep the following tenants close at heart:

Responsibility. Be responsible for your and your associates deeds and act with deliberation. Use the power given unto you for the benefit and prosperity of all. Do not shy away from it.

Equality. By taking this oath you recognize the truths to be self-evident, that all men are created equal. Regardless of status, you shall not judge a man by their wealth, worth, or race. Only their deeds and doings. Work to elevate those deprived by society to meet the truth.

Humility. Be humble yet dignified, for freedom is a right for everyone regardless of status.

Liberation. Your ultimate goal is the liberation of all sentient species. Do not keep servants or slaves. Death is preferable to eternal imprisonment. You and your company shall be those who follow out of their own free will. While force is necessary, bondage will never eliminate bondage.

Oath Spells

You gain Oath spells at the Paladin Levels listed:

Paladin Level Spells
3rd protection from evil and good, disguise self
5th aid, pass without trace
9th dispel magic, counterspell
13th banishment, greater invisibility
17th greater restoration, destructive wave

Channel divinity

When you take this Oath at Level 3, you gain two Channel Divinity options:

Invocation of Humility. As an action, choose a humanoid you can see. It must succeed on a Charisma saving throw or debase itself in a manner unfitting of its social status. Choose one of the following conditions: charmed, frightened or knocked prone. If the creature fails the saving throw, it suffers the condition for 1 minute. If the creature gains the frightened or charmed condition you can choose one creature you can see as the source of the condition. If it is knocked prone, it can not stand up until the effect ends. The effect ends if the creature is attacked or suffers damage.

Invocation of Freedom. As an action, you present your holy symbol and recite the tenets of your vow. A searing, white light flashes within 30 feet of you. The light is bright light and last until the end of your next turn. In this light, every creature restrained by non-magical means loses the condition as its bonds shatter. Every lock closed by non-magical means unlocks. Every creature that grapples another creature must succeed on a Charisma saving throw or must end the grapple. Every creature within the light under the effect of the paralyzed, restrained or charmed condition makes saving throw against the relevant effect with advantage.

Will of Steel

Beginning at 7th level, all creatures within your aura of protection are immune are immune to the charmed condition and madness effects. Additionally no effect can make you or allies within the aura attack against your will.

Freedom of Form

Starting at 15th Level, after a finishing a long rest you can change the appearance of you or one willing target as under the "Change Appearance" effects of alter self. You can not alter your appearance at a later time. This change lasts until you or the target dismisses it as a bonus action. You can only change the appearance of one target at a time and have to dismiss the change before you can can use this feature again. Additionally you gain advantage on all wisdom saving throws.

The last Foe conquered

"No law should be obeyed if it is harmful. Not being able to choose your own death is such a law."

At the 20th level of this class, when you are reduced to 0 zero hit points, you can once choose to instead recover all your hit points and become immune to all damage and conditions until the end of your next turn. In addition, for 1 minute after using this ability, you shed a pale, white light in a radius of 60 feet. This light is considered bright light. Every enemy in the light that can see you must succed on a wisdom saving throw at the start of its turn or take 10 psychic damage and be frightened of you until the end of its turn. You recover the use of this feature after finishing a long rest.

In addition, you cease to age, achieve the prime age of your species and are immune to magical aging. You cannot die of old age.

As an action, you can release your soul from its material frame. You drop to 0 hit points, fail all death saving throws and your body disintegrates. You cannot be resurrected short of divine intervention or a wish spell.


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