Oath of Revolution
The Oath of Revolution is taken up by those who strive for societal change above all else. While a typical paladin would be found hunting down devils and liches, paladins of the Oath of Revolution tackle massive oppressive institutions. Paladins who grew up under unjust and corrupt rulers usually take up this oath, not only to fix their homeland, but to help others in distant lands.
When fighting an entire institution, such as a city led by evil nobles or an Underdark colony's slavery, one person cannot fix everything. Paladins of the Oath of Revolution know this, and they rally others to support their goal and aid them. They focus on teamwork above all.
Tenets of Revolution
While a paladin who takes this oath up to fight against a local oppressor may never meet another paladin of this oath and make their own tenets, those who learn from others pass down tenets such as these:
Strength in Numbers. Nothing is as important as teamwork. One person can take down another, but it takes an army to take down an army.
Comradery. The strongest bonds are formed by working towards a shared goal.
Change for the Better. Once you tear down an institution, your job isn't done until you replace it with something better.
Oath Spells
You gain oath spells at the following levels listed.
Oath of Revolution Spells
| Paladin Level | Spells |
|---|---|
| 3rd | bless, thunderwave |
| 5th | prayer of healing, shatter |
| 9th | beacon of hope, mass healing word |
| 13th | aura of purity, locate creature |
| 17th | destructive wave, mass cure wounds |
Bonus Cantrips
When you take this oath at 3rd level, you gain the sonic wave and thaumaturgy cantrips if you don't already know them. They count as paladin spells for you.
Down with the Establishment
Beginning at 3rd level, you deal double damage to objects and structures. Whenever you deal bludgeoning or thunder damage to an object or structure, you deal the maximum amount of damage instead of rolling. You have learned to cast off the physical chains of the oppressor, in addition to the metaphorical ones.
Starting at 7th level, this benefit applies to friendly creatures within 10 feet of you while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Inspire Hope. As an action, you present your holy symbol and shout words of encouragement to inspire resolve in your allies. Each creature of your choice that can hear you within 30 feet of you gains temporary hit points equal to the number of creatures you select (maximum of half your paladin level). While a creature has these temporary hit points, its speed is increased by 10 feet.
Aid the Army. Whenever you cast a paladin spell that targets a limited number of friendly creatures, such as bless or prayer of healing, you can use your Channel Divinity to increase the amount of creatures targeted by the spell by an amount equal to your Charisma modifier (minimum of +1). Spells that target only one creature cannot benefit from this feature.
Unstoppable March
Starting at 7th level, you and friendly creatures within 10 feet of you cannot have their speed reduced by magic or be forcefully moved (unless you allow them to) while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Rally the Masses
Also at 7th level, you have advantage on Charisma (Performance) and Charisma (Persuasion) checks made towards groups of 10 or more creatures.
Voice of the People
Beginning at 15th level, you are always under the effects of the comprehend languages and tongues spells.
People's Hero
At 20th level, as an action, you mingle your power with your allies. For 1 minute, you and each creature of your choice that can hear you within 30 feet of you gain the following benefits:
- Each creature gains a bonus to attack rolls and ability checks equal to the number of creatures currently effected by this feature (maximum of +5).
- The creatures you select cannot be charmed or turned.
- If an ally falls to 0 hp, they are instantly stabilized.
Once you use this feature you can't use it again until you finish a long rest.
Spell
The following spell is added to the bard, sorcerer, and wizard spell lists. Clerics of the Tempest domain can also be given this cantrip as a bonus cantrip at level 1.
Sonic Wave
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V or S
- Duration: Instantaneous
You clap your hands or strum an instrument, sending shock waves towards one creature that you can see within range. The target must succeed on a Constitution saving throw or take 1d6 thunder damage and be pushed up to 5 feet away from you.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).