Base Class: Paladin
Wind is the power of the mind, the force of intellect, inspiration, imagination. It is ideas, knowledge, dreams and wishes. Air is the element of new life and new possibilities and is essential to spells and rituals of travel, and it is the ultimate expression of freedom.
But as with all things worth having, freedom is not free. It is hard won and it is bled for; and when the twin forces of tyranny and chaos malign themselves against it, it too needs it's champions.
Known as the Wayfarers or the Zephyr Knights, these knights embody adventure, free spiritedness and independence. Knights that take the Oath of the Wayfarers do so as much out of desire to ensure the independence of all beings as out of their own sense of wanderlust. It is a requirement for all Wayfarers to travel the world, protecting the roads and forging paths to new or forgotten parts of the realms.
A Zephyr Knight never turns down the opportunity to see new parts the world, engage their competitiveness and partake in hearty revelry.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Highwind. As a bonus action you empower your inner tempest. For 1 minute, your movement speeds double, your jump distance triples and your movement does not provoke opportunity attacks. In addition, the first time you make a weapon attack on your turn before the ability ends, you make the attack roll at advantage.
Guiding Winds. As an action, you take a moment to listen to the wind. You immediately learn the plane of existence you are on and the cardinal directions of the plane (if any) if you don't know them already. For the next 8 hours a gentle breeze blows at the backs of you and any non-hostile creatures within a 100-foot-radius sphere centered on you. For as long as the wind is blowing you gain the following benefits::
- You know your bearing relative to the cardinal directions, and can't get lost except by magical means.
- When travelling for an hour or more with you any creature or vehicle in the radius moves at twice it's speed (or at full sail in case of a ship, regardless of direction).
- Any non-hostile creature within the radius ignore extremes of temperature (both hot and cold), altitude, strong winds and heavy precipitation, as described in chapter 5 of the Dungeon Master's Guide.
Inner Tempest
At 3rd level, your potential reaches it's peak when you are free to move, and incoming blows are turned by the un bridled storm you carry within. When not wearing armor or wielding weapons with the heavy property, your AC equals 10 + your Dexterity modifier + your Charisma modifier and your movement speed increases by 10ft. Regardless of equipment, you may choose to make your divine smite and improved divine smite deal lightning or thunder damage.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
expeditious retreat, [Tooltip Not Found] |
|
5th |
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|
9th |
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13th |
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|
17th |
Tenets of the Zephyr
In keeping with their free-spirited and cavalier nature the exact tenets and codes of the Wayfarers are flexible and ill-defined, but there is a common set of principles that underpin even these vagrant knights.
Freedom. More precious than a dragon's hoard; freedom is the wind from which all the good in the world might be brought. Where freedom cannot be found, for yourself or others, reign destruction down upon those who would deny it.
Enlightenment. Knowledge is a weapon that all men should be free to wield, only tyrants would disarm their people of it.
Travel. Travel is the ultimate expression of freedom. Seek the new, the novel and the exotic and map the path that others might follow.
Shelter. Give shelter and aid to travelers and defend the paths they walk. Share the winds of freedom with all who would walk with you.
Spirits. Travel and revelry are forever intertwined; eat drink and be merry so that you might inspire revelry in others wherever you go.
Aura of the Windwaker
At 7th level, subtle winds guide the fine movements of those around you, silently aiding your actions and those of your nearby allies. You and friendly creatures within 10 feet of you add 1d6 to their roll whenever they make a Dexterity ability check or saving throw and Strength ability checks made to run, climb, swim, or jump. Additionally, you and allies within your aura also have resistance to lightning, thunder and falling damage.
At 18th level, the radius of this aura increases to 30ft.
Ascendant Stride
Starting at 15th level, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Eternal Sky
Starting at 20th level, you gain the ability to harness the speed and power of the winds to yourself to new heights of speed and martial skill. As an action, you personify the avatar of wind. For 1 minute, you gain the following benefits:
- You have a flying speed equal to your current walking speed and your movement does not provoke attacks of opportunity
- When you take the attack action on your turn, you can make one additional attack as part of that action.
- You deal an extra 108 thunder or lightning damage (your choice) when you hit with an attack, and a creature hit with one or more of these attacks must make a Constitution saving throw against your spell save DC or be blinded until the end of your next turn.
Once you use this feature, you cannot use it again until you finish a long rest.
Listen to the Wind
Starting at 15th level, you gain the ability to cast legend lore as a ritual, calling upon spirits of the air to uncover lost lore about a legendary person, place, or thing. Invoking the spirits takes an hour during which time you must be free of distractions and able to concentrate. Once called, the spirits of the wind deliver information on the subject of your question to you. You may only perform this ritual once before a long rest to refresh it's usage.
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