Traditionally sworn to oneself, a comrade, or the wilderness itself, the Oath of Anarchy binds a paladin to protecting freedom and nature against tyranny and control. These paladins believe in the liberty of chaos; rules and authority are dangerous things, nothing more than the chains that separate people from each other and bind them down against their own desires. People are best off trusted to make their own decisions and learn to peacefully coexist in freedom. In addition to promoting the freedom of individuals, bearers of this oath also encourage the chaos of the natural world. They dislike conquest of the wilderness, preferring that people live with nature, not against it. In the eyes of many of these paladins, the world was as it was meant to be when it was first made, without the changes wrought by mortal hands. Called fantra, after the Sylvan word for guardian, these paladins are keepers of chaos and defenders of disorder, sworn to uphold their values even to bloodshed.
Tenets of Anarchy
- Anarchy. The rigidity of institutions ought be rejected wherever possible. Authority is an agent of separation and oppression, and power is best left in the hands of people.
- Relativism. Good and evil are sophistries and opinions, and the only true measure of right is peaceful, free coexistence. People should determine on their own and amongst each other how they ought to conduct themselves, not lawmakers, kings, or judges.
- Earth. The natural world is the ultimate symbol of freedom and coexistence, and it must be protected against those agents of law which would abuse and destroy it.
- Autonomy. Use your own judgment and encourage others to use theirs. Commit acts that fulfil your oath and acts that please you. Feel no duty to that which accomplishes neither.
- Equity. Respect the autonomy and desires of others, their personal chaos. Acknowledge the inherent worth of each mortal and their freedoms. Hierarchy is always the path to tyranny; equity will always restore freedom.
Oath of Anarchy Spells | |
---|---|
Paladin Level | Spells |
3rd | find familiar, hex |
5th | blur, spike growth |
9th | fly, speak with plants |
13th | conjure woodland beings, guardian of nature |
17th | commune with nature, insect plague |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Chaos Strike. You can use your Channel Divinity when you hit with a weapon attack to bless your strike with the powers of primordial chaos. The attack inflicts extra damage equal to 1d6 + half your paladin level. The number on the d6 determines the type of the extra damage. A target that takes the damage must make a Constitution saving throw or also experience an additional effect based on the damage type.
- Acid - The target takes acid damage equal to half your paladin level at the end of its next turn.
- Cold - The target's speed is reduced to 0 until the end of its next turn.
- Fire - The target is blinded until the end of its next turn.
- Lightning - The target is incapacitated until the end of its next turn.
- Poison - The target is poisoned until the end of its next turn.
- Thunder - The target is knocked prone and 15 feet directly away from you.
-
Primeval Speech. By calling on the land's natural forces, you can commune with beasts using your Channel Divinity. As an action, you target a beast within 30 feet of you that you can see. For the next ten minutes, you can comprehend and verbally communicate with this beast. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.
Aura of Impunity
Starting at 7th level, you and friendly creatures within 10 feet of you are unaffected by magical and nonmagical difficult terrain while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Quickfooted
Starting at 15th level, when you use your action to Dash or Disengage, you can make a single weapon attack as a bonus action.
Limitless Power
By 20th level, you can use your action to break free of all bonds and restrictions, adopting a mantle of sovereignty. For 1 minute, you gain a flying speed of 90 feet, experience the effects of the freedom of movement spell, and are immune to enchantment spells you do not choose to be affected by. You can also move through other creatures and objects, and you take 1d10 force damage if you end your turn inside an object. Additionally, you ignore a creature's resistance or immunity to any damage you inflict on it.
Once you use this feature, you can’t use it again until you finish a long rest.