Paladin
Base Class: Paladin

The Oath of the Sky demands of a Paladin the ability to embody the majestic freedom and terrible fury of the storm. Sometimes called skybound, tempest knights, or maelstrom warriors, these paladins live life as a whirlwind, wandering where needed and acting with relentless fervor. Some view themselves as virtuous, visiting merciless and unforeseen justice upon those who would restrict the liberties of the common folk, while others revel in destruction, viewing it as a means of progress.

Many who swear this oath are devoted not to specific deities, but to the primordial essence of the sky, although there are some who serve as staunch champions of sea and storm deities. Many gods who employ these paladins tend to be chaotic in nature, and they strive for freedom above all else.

Tenets of The Sky

The specific scriptures of the Oath of the Sky have never been found, but these are the common ideals shared by paladins who follow this path.

Unburdened: Don’t grow attachments to places or things. You must be unrooted as the clouds.
Unyielding: Your loyalty to your convictions defines you. You must be relentless as the hurricane.
Unconquered: You will suffer no master nor tolerate a tyrant. The storm cows to no one, and neither shall you.
Unmuted: Your voice will ring out and be heard, empowering others to do the same. You must be as boisterous as the thunder.
Unhesitating: Your actions must be swift, and your judgements even swifter. You must be as unforgiving as the lightning.

 

Oath Spells

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

Oath of the Sky Spells
Paladin Level Spells

3rd

fog cloud, thunderwave

5th

shatter, warding wind

9th

call lightning, wind wall

13th

watery sphere, ice storm

17th

control winds, maelstrom

Channel Divinity

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

Ride the Winds.  As a bonus action, you can give yourself a flying speed equal to your current walking speed and can hover. In addition, opportunity attacks made against you have disadvantage. This effect lasts for 1 minute, or until you use a bonus action to end it.

Sundering Squall. As a bonus action, you can channel the resounding power of thunder to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with weapon attack, you can choose to push the target 10 feet away from you or knock it prone. If the target is pushed into an obstacle or another creature, they take additional bludgeoning damage equal to your Charisma modifier.

Aura of Gusts

Starting at 7th level, you emanate an aura while you’re not incapacitated. You and a number of creatures of your choice within 10 feet of you equal to your Charisma modifier (minimum of 1) gain a bonus to Dexterity (Acrobatics) checks equal to your Charisma modifier (minimum of +1), and resistance to falling damage, as gentle winds buoy you to safety.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Lightning Soul

At 15th level, you can imbue your weapon with the awesome power of lightning. Once per turn, when you hit a creature with a melee weapon attack you can cause the creature to take an additional 1d12 lightning damage and it must succeed a Constitution saving throw or be stunned until the end of your next turn.

Champion of the Maelstrom

At 20th level, you learn to channel the boundless might of the sky to become an avatar of it's might. As an action, you open your soul to the storm, gaining the following benefits for 1 minute:

  • You gain a flying speed of 60 feet.
  • You have resistance to thunder, lightning, and cold damage, as well as non-magical bludgeoning, piercing, and slashing damage.
  • The space within 10 feet of you becomes difficult terrain.
  • Your weapon attacks deal an additional 2d8 lightning damage. Additionally, once per turn, you may have up to two creatures within 15 feet of the original target make a Dexterity saving throw. On a failure, they take 1d8 Lightning damage and half as much on a success as a bolt of lightning leaps to it. 

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

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