Paladin
Base Class: Paladin

Paladins of the Oath of the Heavens are bound to ideals involving the freedom and fury of the sky itself, embracing both the gentle touch of the breeze, and the fierce whipping winds of a raging thunderstorm. They worship storm gods and carry out their tempestuous will wherever the winds carry them, wandering great distances to spread liberation to those who need it most. The tenants of these gods favor fast action and spontaneity, like a striking bolt of lightning, so paladins of this oath move with the swiftness of gales to strike down oppressors of freedom.

TENETS OF THE HEAVENS

The tenets of the Oath of the Heavens hold a paladin to the high standards of the heavens themselves.

Eye of the Hurricane. Storms bring conflict that must be overcome. Through my actions, my god will usher in advancement, as they test mortal construction with their gales. I will give my fellow mortals inspiration amid turmoil, so that they may learn to overcome any obstacle in their way.

Free as the Open Sky. Just as how the sky is not shackled to the ground, those who are forced down against their will, for no just or right reason, must be set free.

Go Where There is Need. The wind never stays in one location alone. Destiny is always calling strongest just beyond the horizon, and I will be there to answer it.

Strong as a Tempest. My voice is thunder so that others will listen to reason. My actions are lightning, as swift as they are lethal. The storm cows to no one, and neither shall I.

 Oath of the Heavens Features

Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Breath (5 ft.)
15th Gale-Carried Strikes
18th Aura of Breath (10 ft.)
20th Tempestuous Liberator

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Heavens Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Heavens Spells
Paladin Level Spells

3rd

 feather fall, thunderwave

5th

 gust of wind, levitate

9th

 fly, lightning bolt

13th

 arcane eye, storm sphere

17th

cloudkill, control winds

Channel Divinity

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

Holy Fulmination. You can use your Channel Divinity as a bonus action to enhance your power with the might of storms. For the next minute, you can interchangeably swap any lightning, radiant, or thunder damage you cause with a spell or ability. For example, if you cast the thunderwave spell, you can choose to have it do lightning or radiant damage instead of the normal thunder damage. Or, if you use your Divine Smite feature, you can choose to do lightning or thunder damage instead of the normal radiant damage.

Zephyr Stride. You can use your Channel Divinity as an action to enhance your movement with the swiftness of the wind. For the next minute, your movement speed is increased by 15 feet and enemies have disadvantage on opportunity attacks made against you.

Aura of Breath

Starting at 7th level, you emanate an aura of strong blustering wind while you’re not incapacitated. The attack rolls of ranged weapon attacks have disadvantage against you and any creature of your choice within 5 feet of you. Additionally, within the range of the aura, vapor, gas, and fog that can be dispersed by strong wind are warded off.

When you reach 18th level in this class, the range of the aura increases to 10 feet.

Gale-Carried Strikes

At 15th level, the wind carries your weapons through the air. Attacking at long range doesn't impose disadvantage on your thrown weapon attack rolls. Additionally, any melee weapon you are proficient with that does not already have the thrown property, gains it, with a range of 20 feet.

Tempestuous Liberator

At 20th level, you gain the ability to strike as suddenly and devastatingly as lightning. As an action, you call upon the winds to grant you their swiftness and strength, gaining the following benefits for 1 minute:

  • The first weapon attack you make on each of your turns has advantage.
  • Your walking speed increases by 15 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
  • You can use your reaction on your turn to call a thrown melee weapon back to your hand.
  • You can choose to make your melee weapon attacks do lightning, radiant, or thunder damage (your choice when you hit) instead of the damage it would do normally.

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

 

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