Tenets of Personal Freedom

The Oath of Personal Freedom binds paladins to the ideals of personal choice, responsibility, and freedom to act. The Oath values neutrality, as all to often extremes of goood and evil simply set limits on their followers. This freedom is dangerous, giving people the power to do equal harm and good, and so paladins following this oath find resonance in fire, whose power is also equally destructive and creative.

Tenets of Personal Freedom

The exact tenets and their expression vary from Paladin to Paladin, but they all revolve around certain core concepts.

Personal Choice Unless their decision would harm another, everyone should be free to make their own choices. Any force or power inhibiting that must be cast down.

Personal Responsibility The power of Free Will is an incredible and deep one. It's important and vital that people step up and take responsibility for their actions. Someone who acts, and then refuses to acknowledge the consequences of their actions sets loose a flame without control upon the world, and must be reigned in by whatever means necessary.

Protection The one limit of freedom is choices that bring harm to another, and choosing inaction is also a choice. One you are denied. You must shield those who cannot shield themselves, protect the innocent and help them find the fires of their own freedoms.

Rebirth Cities may fall, fields may burn, dynasties may die: always from the ashes something new arises. On encountering destruction or death, plant the seeds for regrowth (be it for good or evil). To be able to plant the seeds of life in the world it is also important to take ownership of yourself and change, arising like a phoenix from emotional or physical wounds.

Oath Spells

You gain Oath spells at the Paladin Levels listed:

Paladin Level Spells
3rd Longstrider, Armor of Othrys (See below)
5th Continual Flame, Misty Step
9th Flight, Beacon of Hope
13th Fire Shield, Freedom of Action
17th Passwall, Reincarnate

Channel Divinity

When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Fiery Weapon. As an action, you can imbue one weapon that you are holding with fiery energy using your Channel Divinity. For 1 minute, the weapon deals an additional 1d6 fire damage, emits dim light in a 20-foot radius, and is considered magical for the duration. If you are no longer carrying this weapon or if you fall unconscious, the effect ends immediately.

The extra damage increases to 2d6 at 10th level.

Turn the Outsiders. Creatures from the outer planes are elemental in nature, lacking in any form of free will. As such the fire of your freedom grants you have special power over them. As an action, you can raise your holy symbol, which bursts into flames that sear the eyes of fiends and celestials. Each fiend or celestial that can see the holy symbol must make a Wisdom saving throw against your spellsave DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move within 30 feet of you . It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there is no unoccupied space that the creature can move into, it can take the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Red Knight's Blessing

Starting at 7th level, you gain special protection from arcane and otherplanar creatures. Choose one creature type from the "Protection from Evil and Good" spell. As long as you are not incapaicated, you and all allies within 10 ft. are protected against that creature type as per the spell. You may change the creature type after finishing a long rest. Starting at 7th level, you create an aura of warding against beeings from other planes arround you and your fellows. You are always under the "protection from evil and good" spell. As long as you are not incapacitated, you may choose one of the creature types, mentioned in the spell.

At 18th Level, this aura will affect all allies within 30 feet of you.

Out of the Ashes

Starting at 15th level, the radiant energy you channel allows you to overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of fire. This consumes your action. You immediately stand up (if you so choose) with 1 HP, and you may spend any number of hitdice available (as if you would do a short rest) as a bonus action to regain hitpoints. All hostile creatures within 15 feet of you have to succeed a Constitution saving throw against your spellsave DC or take 3D8 fire damage and become blinded until the end of your next turn. A creature that succeeds the saving throw takes half of the damage and is not blinded.

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

Phoenix Knight

At 20th level, you can assume the form of a great fiery bird, emanating an aura of power and justice, a maelstrom of fire swirling around you. Using your action, you undergo a transformation, and you may spend this reaction even if paralyzed or charmed. For 1 minute you gain the following benefits:

  • You gain a fly speed of 60 feet.
  • You are immune to fire damage
  • You emanate an aura in a 30-foot radius, granting the fluidity and freeom of flickering flame to those who follow the tenants of freedom. All friendly creatures inside this radius are immune to paralysis, charm, grappled, restrained, and prone.

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


Armor of Othrys

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A single torch)
  • Duration: 1 hour

A protective magical force surrounds you, manifesting as a spectral magma shield that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the fire damage increase by 5 for each slot level above 1st.