Oerlaf
2018-08-03, 11:12 AM
The Oath of Anarchy sounds like an oxymoron, but in fact it is not. This Oath opens a new way of roleplaying Chaotic Neutral alignment, albeit much more difficult one. These paladins dream that any laws and any states must eventually fall. They believe that it is enough for people to be self-organized without any limitations imposed by enforcing organizations like Hawks in Mulmaster or White Plumes in Hillsfar.
A Paladin of Anarchy helps each person in meeting their needs, be they good or evil. He naively believes that if a person needs something, he should have access to it unless someone else desires it. In this way, he can help a lich to defend its phylactery because it is vital for the lich, but also the paladin can chase down a merchant who sells public goods because a price means there is no free access. The paladin of anarchy does not need gold and sees no shame in simply stealing what he needs: the gold pieces are material thing that must be destroyed.
Tenets of Anarchy
Decentralization. Battle against any laws because every law limits what a person can achieve. Centralized states and centralized government must fall. Strive to replace them with a free federation of self-governing territorial сommunities.
Freedom. Each person must have enough freedom to achieve full and thorough personality development without external limitations like those imposed by government or finances.
Equality. Be superior to nobody and have none superior to you. There must be no hieracrhy and each person must have equal possibilities to meet his or her own needs and equal access to public goods.
Mutual Help. Help each other without asking anything in return, regardless of the person’s true needs. An egoism separating people must be replaced with solidarity to restore public harmony, when the people help each other of principle “If you help somebody, someone will help you”.
Oath Spells
You gain oath spells at the paladin levels listed:
Paladin Level
Oath Spells
3rd
fog cloud, shield
5th
blur,mirror image
9th
nondetection, slow
13th
confusion, freedom of movement
17th
dream, hold monster
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options:
Shield Other. When a creature within 30 feet of you is hit by an attack or targeted by the magic missile spell, you can use your reaction to create an invisible barrier of magical force around it. Until the start of your next turn, the creature gains a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic missile. After you do this, you gain immunity to the next damage you take within the next minute.
Destructive Strike. When you hit a construct and decide to use Divine Smite against it, you can speak a prayer that grants you additional power. The damage dice from Divine Smite increase from d8s to d10s and you gain a +1d10 bonus on the damage roll.
Aura of Equality
Starting at 7th level, when any creature starts its turn within 10 feet of you having less current hit points than you have, its current hit point increase to yours (even beyond the creature's maximum hit points).
At 18th level, the range of this aura increases to 30 feet.
Protection From Law
Beginning at 15th level, you are always under the effects of a protection from evil and good spell, except that you are protected against constructs only.
Anarchic Aura
At 20th level, you can emanate an aura of yellow chaotic energy. For 1 minute, bright light shines from you in a 30-foot radius.
Whenever an enemy creature attempts to cast a spell in the bright light, roll a 1d6. On a 1, roll d100 and consult the following table:
d100
Effect
01-19
The spell rebounds on the caster with normal effect. If the spell cannot affect the caster, it simply fails.
20-23
A circular pit 15 feet wide opens under the caster’s feet; its depth is 10 x creature’s spellcaster level.
24-27
The spell fails, but the target or the targets of the spell are pelted with a rain of small objects (anything from flowers to rotten fruit) which disappear upon striking. The barrage continues until the start of the creature’s next turn. During this time the targets are blinded and must make DC 15 Constitution saving throws to cast spells or have the spell slot expended.
28-31
The spell affects a random target or area. Randomly choose a different target from among those in range of the spell or center the spell at a random place within range of the spell.
32-35
The spell functions normally, but any material components are not consumed. The spell slot is not expended, an item does not lose charges.
36-39
The spell does not function. Instead, everyone (friend or foe) within 30 feet of the creature receives the effect of a heal spell.
40-43
The spell does not function. Instead, a darkness and a silence effect cover a 30-foot radius around the caster for 1 minute.
44-47
The spell does not function. Instead, a reverse gravity effect covers a 30-foot radius around the caster until the start of its next turn.
48-51
The spell functions, but shimmering colors swirl around the caster for a minute. The caster must make a DC 15 Constitution saving throw or gain a level of exhaustion.
52-59
Nothing happens. The spell does not function. Any material components are used up. The spell slot is expended, and charges from an item are used up.
60-71
Nothing happens. The spell does not function. Any material components are not consumed. The spell slot is not expended, and charges from an item are not used up.
72-98
The spell functions normally.
99-100
The spell functions strongly. Saving throws against the spell are made with disadvantage or spell attacks are made at advantage. The spell has the maximum possible effect.
A Paladin of Anarchy helps each person in meeting their needs, be they good or evil. He naively believes that if a person needs something, he should have access to it unless someone else desires it. In this way, he can help a lich to defend its phylactery because it is vital for the lich, but also the paladin can chase down a merchant who sells public goods because a price means there is no free access. The paladin of anarchy does not need gold and sees no shame in simply stealing what he needs: the gold pieces are material thing that must be destroyed.
Tenets of Anarchy
Decentralization. Battle against any laws because every law limits what a person can achieve. Centralized states and centralized government must fall. Strive to replace them with a free federation of self-governing territorial сommunities.
Freedom. Each person must have enough freedom to achieve full and thorough personality development without external limitations like those imposed by government or finances.
Equality. Be superior to nobody and have none superior to you. There must be no hieracrhy and each person must have equal possibilities to meet his or her own needs and equal access to public goods.
Mutual Help. Help each other without asking anything in return, regardless of the person’s true needs. An egoism separating people must be replaced with solidarity to restore public harmony, when the people help each other of principle “If you help somebody, someone will help you”.
Oath Spells
You gain oath spells at the paladin levels listed:
Paladin Level
Oath Spells
3rd
fog cloud, shield
5th
blur,mirror image
9th
nondetection, slow
13th
confusion, freedom of movement
17th
dream, hold monster
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options:
Shield Other. When a creature within 30 feet of you is hit by an attack or targeted by the magic missile spell, you can use your reaction to create an invisible barrier of magical force around it. Until the start of your next turn, the creature gains a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic missile. After you do this, you gain immunity to the next damage you take within the next minute.
Destructive Strike. When you hit a construct and decide to use Divine Smite against it, you can speak a prayer that grants you additional power. The damage dice from Divine Smite increase from d8s to d10s and you gain a +1d10 bonus on the damage roll.
Aura of Equality
Starting at 7th level, when any creature starts its turn within 10 feet of you having less current hit points than you have, its current hit point increase to yours (even beyond the creature's maximum hit points).
At 18th level, the range of this aura increases to 30 feet.
Protection From Law
Beginning at 15th level, you are always under the effects of a protection from evil and good spell, except that you are protected against constructs only.
Anarchic Aura
At 20th level, you can emanate an aura of yellow chaotic energy. For 1 minute, bright light shines from you in a 30-foot radius.
Whenever an enemy creature attempts to cast a spell in the bright light, roll a 1d6. On a 1, roll d100 and consult the following table:
d100
Effect
01-19
The spell rebounds on the caster with normal effect. If the spell cannot affect the caster, it simply fails.
20-23
A circular pit 15 feet wide opens under the caster’s feet; its depth is 10 x creature’s spellcaster level.
24-27
The spell fails, but the target or the targets of the spell are pelted with a rain of small objects (anything from flowers to rotten fruit) which disappear upon striking. The barrage continues until the start of the creature’s next turn. During this time the targets are blinded and must make DC 15 Constitution saving throws to cast spells or have the spell slot expended.
28-31
The spell affects a random target or area. Randomly choose a different target from among those in range of the spell or center the spell at a random place within range of the spell.
32-35
The spell functions normally, but any material components are not consumed. The spell slot is not expended, an item does not lose charges.
36-39
The spell does not function. Instead, everyone (friend or foe) within 30 feet of the creature receives the effect of a heal spell.
40-43
The spell does not function. Instead, a darkness and a silence effect cover a 30-foot radius around the caster for 1 minute.
44-47
The spell does not function. Instead, a reverse gravity effect covers a 30-foot radius around the caster until the start of its next turn.
48-51
The spell functions, but shimmering colors swirl around the caster for a minute. The caster must make a DC 15 Constitution saving throw or gain a level of exhaustion.
52-59
Nothing happens. The spell does not function. Any material components are used up. The spell slot is expended, and charges from an item are used up.
60-71
Nothing happens. The spell does not function. Any material components are not consumed. The spell slot is not expended, and charges from an item are not used up.
72-98
The spell functions normally.
99-100
The spell functions strongly. Saving throws against the spell are made with disadvantage or spell attacks are made at advantage. The spell has the maximum possible effect.