By Max "Misanthrope" Ximenez

Sacred Oath: Oath of Freedom

Freedom fighters. Patriots. Jacobins. Bolsheviks. Paladins of the Oath of Freedom go by many names, but they are united in a common goal to see tyranny replaced with liberty. Paladins who take this oath typically find themselves on the frontlines of revolutionary wars, serving as exemplars for armies of peasants and rebels.

Most paladins of the Oath of Freedom are chaotic good or chaotic neutral, but a lawful paladin may take up the oath to rebel against a government or entity that infringes on a set code or group of rights, and an evil paladin may rebel against an autocratic, but good, system, or use evil means in order to achieve perceived good ends.

Tenets of Freedom

As befitting a group of paladins who tend towards chaos, individual paladins of Freedom may take different oaths, oftentimes only standardizing when multiple paladins band together to lead revolutionary armies or secret societies. In general, however, a broad survey of those who follow the Oath of Freedom has provided the following tenets:

Liberty Your actions must create greater freedom and preserve choice and free will. Impose law only to protect the freedom of others.

Equality All are born free and entitled to the same essential freedoms, rights and protections. Peasants and serfs, lords and kings are fundamentally the same and deserve the same treatment, respect and justice.

Fraternity Freedom is not won through the actions of one man, and liberty cannot be defended by a single champion. You seek not just to free the masses from chains, but to allow them to emancipate themselves from those who seek to dominate them.

Audacity Inaction in the face of tyranny is tantamount to tyranny itself.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Freedom Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Freedom Spells

Paladin Level Spells 3rd guiding bolt, sanctuary 5th misty step, warding bond 9th beacon of hope, haste 13th freedom of movement, dimension door 17th dispel evil and good, teleportation circle

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.

Thus Always to Tyrants As a bonus action, you designate a creature within 60 feet as an oppressor. For one minute, whenever an attack hits your target, you may spend a reaction to use your Divine Smite against it.

Mob Justice Select a creature within 30 feet that you can see and present your holy symbol as an action. The target makes a charisma saving throw, which it can choose to fail if it desires. On a failed save, the creature is moved to a space you choose within 5 feet of you.

Aura of Freedom

Starting at 7th level, you and creatures within 10 feet of you cannot have their speed reduced while you are conscious and treat difficult terrain as normal. At 18th level, the range of this aura increases to 30 feet.

Right of Egress

Starting at 15th level, when a creature or object attempts to reduce your speed or incapacitate you, you may draw upon the tenets of your oath to free yourself as a reaction. The effect ends. If a creature attempted to reduce your speed or incapacitate you, it must make a charisma saving throw equal to your spell save DC. On a failed save, it takes 1d8 radiant damage per Paladin level that you have, or half that on a successful save. If an object attempted to reduce your speed or incapacitate you, the object is destroyed. Once this feature is used, it cannot be used again without a short or long rest.

Liberty Leading the People

At 20th level, you become an avatar for the spirit of revolution. Explosive stars of scintillating colors shoot upwards from your body, shedding bright light in a 30 foot radius around you.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

You and all friendly creatures within 30 feet gain 5 temporary hit points for every friendly creature in a 30 foot radius around you

All friendly creatures in a 30 foot radius gain advantage on saving throws and may apply your charisma modifier to attack and damage roles

As a reaction, you can cause one creature that you can see within 30 feet to re-roll an attack roll, ability check or saving throw.