Paladin
Base Class: Paladin

Utilizing arcane technology, the Aeroknights defend the skies from the raids of the Draconic hordes. They are sworn to political neutrality and are beloved by all. The initial core of the organization was founded by widows of soldiers who died fighting the horde. They wear bright red uniforms and are led by Air Marshal Henrietta Royas.

Channel Divinity

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

Overwhelming Assault. As an action, you can activate the ability to move through a group of opponents with overwhelming speed. For the next minute,  you gain 10 feet of movement speed, and creatures you hit with a melee attack may not make an opportunity attack against you for the rest of your turn. Additionally, you gain a +1d4 bonus to hit on your second strike if it is on a different creature than the first strike. 

Ariel Combat. As an action, you may activate this ability to give yourself the following advantages for one minute:

-Advantage on dexterity saving throws.

-Doubled jump distance and height. 

-The ability to make a shove as a bonus action. 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Aeroknight

While you are conscious, when an enemy targets a friendly creature within 10 feet of you with a ranged attack, you may use your reaction to shove them out of the way. You must move your ally 5 feet in any direction that is not towards or away from the direct path of the projectile or spell (as determined by the GM). If you are able to shove the ally successfully, they avoid the damage entirely. 

Shock Marines

Beginning at 15th level, you gain advantage on initiative rolls. If you make an attack against enemy before they have had the opportunity to take their first turn, on a hit you can force them to roll a Wisdom saving throw against your spellcasting saving throw or they become frightened of you until the end of their turn. 

If you are before any enemies in the initiative order of an encounter, before the initiative begins you may take one round of actions as though you were acting with surprise. 

Sky Captain

At 20th level,  your speed increases by 10 and you cannot be affected by difficult terrain. Additionally, as a reaction you may cancel the charmed, frightened, or stunned effect on any creature within 60 feet of you that you can see. 

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