Oath of Freedom
The Oath of Freedom is a sacred commitment to guard the liberty and independence of all good creatures in the world. When the rule of law darkens into the shroud of tyranny, paladins of this oath arise as a bulwark of free will.
The paladins that follow this oath believe that the rights and happiness of the individual supersedes all other good, often putting them at odds with authority. Such paladins may be found plotting prison breaks, destroying the records of debts owed to usurers, or running underground networks to free escaped slaves.
Testing versions
Tenets of Freedom
In keeping with its principles, the oath of freedom is not overly strict. Those who adopt it, however, generally follow a few key tenets.
Freedom of Choice. All creatures have the right to choose their own destiny, to whatever end it may lead them.
Freedom above Law. Law and order has its place, but it cannot be allowed to supersede the rights and happiness of those who live by it.
Freedom of Thought. Authority breeds power. Power breeds corruption. All authority must be questioned, no matter how righteous it may seem at first glance.
Freedom from Tyrants. There will always be those that seek to vanquish the freedom of others for their own gain. Wherever tyranny rises, you must rise to stand against it.
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 | expeditious retreat, feather fall |
| 5th | knock, misty step |
| 9th | haste, fly |
| 13th | dimension door, freedom of movement |
| 20th | passwall, teleportation circle |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Divine Translocation. You can invoke the sacred power of freedom to spirit your allies through arcane passageways. As an action, you can choose a number of willing creatures you can see within 30 feet of you, up to your Charisma modifier (minimum of one creature). The chosen creatures are each teleported up to 30 feet to unoccupied spaces you can see.
Break the Chains. You can magically empower an ally with the strength to break free of that which binds them. As a bonus action, you can end any of the following conditions on yourself or a willing creature you can see within 30 feet of you: Paralyzed, Stunned, Grappled, or Restrained.
Art Credits
"A Knight in the Grass" by Kekai Kotaki http://www.kekaiart.com/
Aura of Escape
At 7th level, your presence on the battlefield secures the retreat of your wards. Hostile creatures within 5 feet of you can’t make opportunity attacks against your allies, provided you aren’t incapacitated.
At 18th level, the range of this ability increases to 10 feet.
Holy Emancipator
At 15th level, you can cause a friendly creature of your choice to erupt with emancipating energy immediately before or after you target it with one of your Channel Divinity options. Hostile creatures within 10 feet of the target must make a Constitution saving throw, taking radiant damage equal to 3d8 + half your paladin level on a failed save, or half as much on a success. On a failed save, a creature is also pushed up to 10 feet away from the target.
Spirit of Freedom
At 20th level, your liberating will manifests in full. None shall bind you. As a bonus action, you gain the following benefits for 1 minute:
- You are immune to being Paralyzed, Stunned, Grappled, or Restrained.
- Your speed cannot be reduced, and you gain a magical flying speed equal to your walking speed.
- If a hostile creature you can see subjects a friendly creature to the Paralyzed, Stunned, Grappled, or Restrained condition, you gain advantage on attack rolls against that hostile creature until the condition ends.
Once you use this bonus action, you can't do so again until you finish a long rest, unless you expend a 5th level spell slot to use it again.