Sacred Oath: Oath of Rebellion

by aeyana

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Sacred Oath

At 3rd level, a paladin gains the Sacred Oath feature. The following options are available to a paladin, in addition to those offered in the Player's Handbook and other books: the Oath of Rebellion.

Oath of Rebellion

The Oath of Rebellion rings with the cries of a thousand condemned souls, those who are oppressed by the Order of Bahamut's rule within the walls of Brasshorn. The knights that rise to answer the call come from many places. Some have witnessed the Order's deeds from within, and have broken their allegiance to the Order in pursuit of setting right the great wrong. Those who stand against the tide in the open are labeled as criminals, tratiors, and terrorits by the order. Others betray the Order in secret, serving as eyes and ears within the Order's Platinum Temple, where they relay critical information to other rebels and sabotage the Order's missions from within.

These paladins live every day with the specter of death looming overhead, with the grim omen of death as their constant companion. Still, with tenacity forged from years of genocide and oppression, these knights give life and limb in service of something greater: true freedom for the suffering people of Brasshorn.

Tenets of Rebellion

Knights of rebellion are those who stand against authority in the face of injustice, sometimes betraying former oaths in order to do right unto the world.
    Defiance. The rules of a corrupt and wicked establishment cannot be considered lawful, and must be challenged with stalwart force. To defer the forces of evil is to accept defeat; obedience is not an option.
    Justice. Injustice is a form of purest evil, and those who abide by it are equally at fault for their inaction.
    Liberation. Those who are oppressed must rise up and break the shackles that bind them. You must stand for liberty, to inspire those to rise up and claim their freedom.
    Revolution. As certain as the sun does set, so too must the world change. The regime that has oppressed so many must be brought to an end. Whether through bloodshed or diplomacy matters not.

Oath Spells

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

Oath of Rebellion Spells
Paladin Level Spells
3rd illusory script, hellish rebuke
5th heat metal, shatter
9th beacon of hope, crusader's mantle
13th fire shield, freedom of movement
17th circle of power, passwall

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.
    Defiant Rebuke. As a reaction when an attacker you can see hits you or a creature within 30 feet of you with an attack, you can expend a use of your Channel Divinity to cause rebuke the attacker. The attack's damage is halved, and the attacker takes thunder damage equal to the attack's halved damage.
    Thunderous Rally. As an action, you can expend a use your Channel Divinity to unleash a resounding war cry. When you do so, choose any number of creatures within 30 feet of you. Roll 1d6 and add your Charisma modifier. Each chosen creature gains a number of temporary hit points equal to the total, and any effects causing it to be charmed or frightened end immediately. Every other creature within 30 feet of you must succeed on a Constitution saving throw or take thunder damage equal to the total and become deafened until the start of your next turn.

Aura of Tenacity

Starting at 7th level, your presence fortifies the resolve of your allies while you are conscious. When you or a friendly creature within 10 feet of you is reduced to 0 hit points but isn't killed outright, you can use your reaction to expend 10 hit points from your pool of healing from your Lay on Hands to have it drop to 1 hit point instead.

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

Break the Chains

Beginning at 15th level, the strength of your conviction allows you to burst through any restraints that would hold you back. You deal double damage to objects and structures.

At the start of each of your turns, you can deal thunder damage equal to your Charisma modifier to each creature that is grappling you, or to any chains, ropes, manacles, or other bindings that you are in contact with.

Mantle of Revolution

At 20th level, you can become a force of unstoppable change, serving as a beacon for your allies. As an action, you can magically don the mantle of revolution, gaining the following benefits for 1 minute:

  • You and each friendly creature within 30 feet of you can add your Charisma modifier to attack and damage rolls.
  • Critical hits against you or any friendly creatures within 30 feet of you become normal hits.
  • When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes before the end of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

 

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