Base Class: Paladin
The Oath of the Sands calls to paladins who strive to uncover the secrets of the desert, lost to time, and then protect them from those who would seek to erase, interfere or use them to cause harm. These paladins often align themselves with the tenets of Exploration, Order, Knowledge and Light. From the ancient divine realm of the sands do they draw their power, delicately unearthing forgotten history and destroying the dark forces that corrupt it. Paladins who take up this oath give themselves fully to the spirit of adventure and exploration, embarking on a sworn path of discovery to defend the hidden and secluded knowledge of bygone eras.
Tenets of the Sands
The tenets of the sands follow along the vein of exploration, and the sanctity of lost knowledge and history.
Stewardship of History. Gone are those who stood before you, but they are always deserving of respect. The ancient world is filled with stories, accomplishments, hopes and dreams of countless individuals and one must strive to protect it.
Fear Not The Dark. Your travels may take you through lands unknown and unkind. Steel yourself against the tide of darkness that you willingly stand to meet.
Go Boldly Where None Have Gone Before. Do not stray from the unknown, walk the unmade path. Treat the adversity that comes with discovery as a test of strength and spirit.
Sanctify The Corruption. Deep within the untouched world lies a festering darkness. Cleanse the corruption of old, restore the old world and leave everything you find better than when you found it.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Sands Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Sands Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Blinding Light. You can use your channel divinity to unleash a blast of blinding radiance to enemies around you. As a bonus action, you force all hostile creatures within 15ft to make a Constitution saving throw. On a failure, they are blinded for 1 minute. The creature may roll another Constitution saving throw at the end of each of its subsequent turns.
Eagle Eye. You can use your channel divinity to see the world around you in its truest form. For 10 minutes, you have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks that rely on sight, and gain Truesight out to a range of 60ft. For the duration, an eagle soars above granting you the ability to choose to see and hear through it's senses and control it's movement. The eagle may fly up to a mile away from you and you are considered incapacitated whilst looking through it's eyes.
Aura of the Sacred Path
Starting at 7th level, you emanate an aura 10ft around you that grants you and your companions divine guidance on your travels.
You and other friendly creatures that start their turn inside the aura ignore the effects of difficult terrain and have an increased walking speed of 10ft until the end of their next turn. In addition, affected creatures can add your Charisma modifier to Strength and Dexterity ability checks.
At 18th level, the range of this aura increases to 30ft.
Empyrean Rebuke
At 15th level, whenever you or a creature you can see within 30 feet of you is forced to make a saving throw, you can use your reaction to deal 6d8 radiant damage to the creature that forced the saving throw, provided you can see the creature and they are within 60ft of you.
Additionally, you may also use this ability when you a successful melee attack roll is made against you.
Avatar of Wrath
At 20th level, you gain the ability to harness the divine power of Aaru. As an action, you can magically become an avatar of her wrath, gaining the following benefits for 1 hour:
- You have resistance to all damage, and immunity to radiant and fire damage.
- You gain a flight speed of 90ft.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Your Aura’s extend out to a range of 90 feet.
Once you use this feature, you can’t use it again until you finish a short rest.
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