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Oath of the Chain Breaker
The Oath of the Chain Breaker is for those paladins you have seen the oppression, whether from higher powers on mortals or from mortals on magical creatures, and seek to oppose it. Those who have chosen this path work to end oppression everywhere.
Tenants of the Chain Breaker
Break Chains with a Hammer. Destroy all bonds you have with any higher power. Free peoples from the chain of oppression whenever you can.
Guide with a Lamp. Steal away into the night, ferrying newly freed souls to freedom. Let not their former masters find them.
Protect with a Shield. Protect your charges with your life. See them not returned to their chains.
Avenge with a Bullet. Take vengeance upon oppressors selectively. Never let your thirst for justice endanger the oppressed.
Oath Spells
At 3rd level, when you reach certain levels in this class, you gain access to the spells listed for that level in the Chain Breaker Spells table.
Chain Breaker Spells
Level | Spells |
---|---|
3rd | detect good and evil, detect magic |
5th | See Invisibility, pass without a trace |
9th | nondetection, dispel magic |
13th | banishment, Mordenkainen's Private Sanctum |
17th | mislead, contact other planes |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Steal away into the Night. As a bonus action you shed dim light in a 30ft radius that moves with you for up to 10 minutes. Creatures hostile to you cannot see this light. For the duration, each creature you choose which is bathed in this light gets advantage on dexterity (stealth) checks and is completely protected against all divination magic.
Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
Aura of Liberation
At 7th level, you shed an aura of sobering clarity to those within a 10ft radius. Each creature of your choice in your aura gets advantage on wisdom saving throws and all saving throws to avoid being charmed. In addition, any saving throws made to avoid being possessed, mind controlled, or otherwise enslaved automatically succeed. At 18th level, the range of this aura increases to 30ft.
Slay the Puppet Masters
At the 15th level you learn how to effectively deter manipulation and enslavement. Once per round, when a creature you see within 60ft of you forces you or an ally to make an intelligence, wisdom, or charisma saving throw, or when they issue a command to another creature which is compelled to follow the command (such as a familiar or a threatened minion), you or an ally within 30ft of you can use a reaction to immediately make a single weapon attack against them.
Emancipation
When you hit a creature with a weapon attack you can choose for the target to take an additional 5d10 force damage and cast Dispel Magic on the target at the 9th level.
If this creature is magically bound to the service of another (such as a familiar, captured genie, summoned demon, etc...) you can choose for the additional force damage to instead apply to the target's master. If your Dispel Magic severs the bonds of magical servitude, it also ends any charm effect the creature's master had on them and the target is aware that you were the one who freed them. If the creature would normally now return to their home plane, you can keep them here for up to 1 minute of until your concentration ends, as if concentrating on a spell. During this time, the target is free to act on its own.
You can use this feature again after a long rest or if you expend a 5ft level spell slot.
