Base Class: Paladin
Now we are able to be Knights of the Wind.
This subclass would replace Charisma with Dexterity in spellcasting and all features for Paladins.
Optional for DMs and campaigns, you can replace your multiclassing with Dexterity instead of Charisma. And a way bigger option, can use Dexterity only for multiclassing but it would require an 17 to multiclass out of Paladin if do so.
Oath Spells
3rd-Level Oath of the Crowning Wind Feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Oath of the Crowning Wind Spells table. These spells count as Paladin spells for you, but they don't count against the number of Paladin spells you prepare.
Oath of the Crown Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Expeditious Retreat, Longstrider |
| 5th | Misty Step, Warding Wind |
| 9th | Haste, Wind Wall |
| 13th | Dimension Door, Freedom of Movement |
| 17th | Control Winds, Steel Wind Strike |
Channel Divinity
3rd-Level Oath of the Crowning Wind Feature
Starting at 3rd level, you choose two channel divinities.
Channel Divinity: Blessing of the Wind
You can use your Channel Divinity as a bonus action on your turn to grant the Blessing of the Sky to yourself and a number of willing creatures within 30 feet equal to your Wisdom modifier. All affected creatures can see normally in clouds, fog, smoke, and other atmospheric conditions out to 60 feet and can see twice as far as normal in such conditions beyond this range and extreme wind and weather imposes no penalties on affected creatures’ movement or attacks. In addition, affected creatures are protected by a Feather Fall spell if they fall more than 10 feet and double their jump distance.
The Blessing of the Sky lasts for 10 minutes per cleric level.
Channel Divinity: Second Wind
Using a bonus action, you regain an amount of hit points equal to the result of one of you Paladin Hit Dice plus your Dexterity Modifier plus your Paladin Level. Then afterwards for one minute, you can use a bonus action to regain an amount of hit points equal to the result of one of your Paladin Hit Dice plus your Dexterity Modifier.
Channel Divinity: Wind Shredder
As an action, you can use your Channel Divinity to infuse a ranged or thrown weapon you are holding with the guidance of the wind. Make a ranged weapon attack as normal. In addition to the weapon attack, you create a line of lightning 5 feet wide and 60 feet long that extends from you straight toward the target. If the target is less than 60 feet from you, the line of lightning continues beyond it. Each creature in the line takes lightning damage equal to 2d10 + your paladin level, or half the damage with a successful Dexterity saving throw. If your ranged or thrown weapon attack hits, the target has disadvantage on its saving throw.
Channel Divinity: Windbreaker
When you successfully hit with a melee weapon attack on a creature, you can use your Channel Divinity to unleash a powerful tornado in a line. The creature takes additional damage equal to double the sum of your Paladin Level plus your Dexterity Modifier, and it, as well as all creatures of your choice in a 90-foot Cone emanating from yourself in the direction of the original target, must succeed on a Dexterity Saving Throw or be knocked prone and knocked 30 feet away from you.
Knight of the Wind
3rd-Level Oath of the Crowning Wind Feature
You realize that you can probably still be a swift knight without the heavy weight lugging you around. But able to utilize all of your tools still. A knight's duty is make sure to be protecting, just you do it much faster and with better reflexes than the one who allowed their royalty getting kidnapped like every other day. At the start of 3rd level, you gain the following benefits:
- You replace your Charisma with Dexterity for Spellcasting and all Paladin abilities.
- All melee weapons you are proficient with gains the Finesse property.
- While you aren't wearing Heavy Armor, your movement speed increases by 5 times your proficient bonus in this class.
Aura Options
7th-Level Oath of the Crowning Wind Feature
Starting at 7th level, you choose a aura for your future endeavors.
Aura of Air Barrier
You can take the Dash or Disengage action as a bonus action. During any turn that you use this bonus action and move at least 10 feet, the wind whips around you and friendly creatures within 10 feet of you, granting half cover to all such creatures and doubling their jump distance until the start of your next turn.
At 18th level, the range of this aura increases to 30 feet.
Aura of Alacrity
You can cast Gift of Alacrity on yourself at will without expending a spell slot. You and any allies within 10 feet of you add your proficiency bonus to initiative rolls.
At 18th level, the range of this aura increases to 30 feet.
Aura of Wind Dash
You and any allies within 10 feet of you gain a bonus to all of movement speeds equal to five times your proficiency bonus. If they leave the aura, the bonus lasts until the end of their next turn. In addition, you can Dash as a bonus action and when you Dash, those in the aura can sacrifice a reaction to move with you.
At 18th level, the range of this aura increases to 30 feet.
Aura of Zero Restraint
Whenever you or a friendly creature within 10 feet of you makes a saving throw or ability check to avoid becoming grappled, restrained or paralyzed, or a saving throw or check to escape one of these conditions they have advantage on the saving throw or check.
Additionally, if they would need to use an action to make an ability check or saving throw to escape such a condition, they may do so as a bonus action instead.
At 18th level, the range of this aura increases to 30 feet.
Gale Warrior
15th-Level Oath the Crowning Wind Feature
Starting at 15th level, you gain the following benefits:
- You gain proficiency in Dexterity Saving Throws.
- You are always under the effect of the Jump spell.
- You gain resistance against Bludgeoning, Piercing and Slashing from nonmagical attacks.
Gone with the Wind
At 20th level, you started to unleash the roaring tempest that is within you. You are under the effects of Warding Wind and can turn it on and off as a bonus action; however, someone can shut it off and if it is shut by any means but you turning it on and off, it stays off until your next long rest which comes back.
In addition, you can grant yourself a flying speed equal to your movement speed, deal Force, Lightning, Magical Slashing or Thunder with your Divine Smites and Smite cantrips and spells, and have your aura grant the effects of Warding Wind but it requires concentration then, and all of those effects last for 1 hour. You can only use it in that manner once per long rest unless you sacrifice a 5th level spell slot to utilize that part again.
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