Oath of Revolution

The Oath of Revolution is taken up by those that have seen the horrors of war, tyranny, and oppression. More chaotic in nature that other paladins, those making this oath typically find themselves on the outskirts of societies, keeping a wary eye out for corruption and inherent bias in social systems. These paladins take to the shadows and fan the flames of rebellion, rarely taking part in initial combat and instead waiting for the perfect time to strike a fatal blow. Their actions sometimes lead to societies devolving into chaos for the sake of re-establishing order, leading to them being referred to as Firemen.

Paladin Level Feature 3rd Channel Divinity 7th Aura of Rebellion 15th Tyrant's Bane 20th Champion of Justice

Tenets of Revolution

The tenets of the Oath of Revolution are closely related to the paladin's ideas of personal freedom and ensuring that everyone in society is free to make their own choices.

Freedom. Freedom is the very life-blood of every sentient being. To deny it to innocent soul it an act of blasphemy.

Freedom is the very life-blood of every sentient being. To deny it to innocent soul it an act of blasphemy. Nothing is Sacred. Any institution, regardless of tradition or culture, that reduces the freedom of a person or a group of people must be felled.

Any institution, regardless of tradition or culture, that reduces the freedom of a person or a group of people must be felled. Be the Spark. It is my duty as a paladin to inspire the oppressed into action through both word and deed.

It is my duty as a paladin to inspire the oppressed into action through both word and deed. Stick to the Shadows I never seek glory or admiration. My only concern is insuring the freedoms of others.

I never seek glory or admiration. My only concern is insuring the freedoms of others. Never a Tyrant I will never use my own power to control others; lest I become that which I seek to destroy.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Revolution Spells

Paladin Level Spell 3rd Illusory Script, Disguise Self 5th Invisibility, Shadow Blade 9th Blink, Sending 13th Private Sanctum, Greater Invisibility 17th Seeming, Passwall

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Fan the Flames. You can use your Channel Divinity to bring out the inner most grievances of those you speak to and encourage them to act on them. You speak words of power and inspiration to a number of creatures equal to your Charisma modifier that are able to understand you. The creatures gain a 1d4 inspiration dice that they can use for any 1 saving throw, attack, or skill check. At 10th level, the dice becomes a d6, and a d8 at 20th level.

Vicious Outrage. You can use your Channel Divinity to shout and leave your enemies questioning their motives. You can use your action to use vicious mockery on a number of creature within 20 ft of you equal to your Charisma modifier.

Aura of Rebellion

Art by stayinwonderland

Starting at 7th level, if an ally takes damage from a melee attack within 10 feet of you, that ally can use your reaction to make immediatly make 1 melee attack against a creature within range. You can spend 5 points form your Lay on Hands pool to give advantage to the ally on the attack.

At 18th level, the range of this aura increases to 30 feet.

Tyrant’s Bane

Starting at 15th level, you use your action to expend a 2nd level spell slot to mark a creature you can see within 30 feet of you as the focus of your allies’ aggression. While a creature is marked in this way, all weapons attacks that hit them are treated as magical for the sake of damage resistences and immunities.

As a bonus action, you can remove the mark, and if you do, any attack against that creature scores a ciritical hit on a roll of 19 or 20 on the d20 until the start of the creatures next turn. The mark lasts for 1 minute before dissipating.