Base Class: Paladin
The Oath of the Clear Skies calls to paladins who yearn for freedom, for themselves or others. Those of this order abhor tyranny and often act as freedom fighters, soldiers of fortune, and rebels. These paladins often take to the winds, believing the open skies to be the ultimate freedom. They go where others cannot, hunting creatures like dragons, harpies, and rogue air elementals; creatures that would prey upon the week from their lofty vantage points.
Tenants of Clear Skies
These tenants bind those who call the skies their home.
Free as the Winds. Your freedom is the greatest gift you have. Protect it with your life.
Keep Calm in the Storm. No matter the hardships you may face, keep your mind clear and you shall fly straight and true.
Act with Wisdom, but Act. Strive to act with grace and tact always, but do not be afraid to do what's right.
Stand Against Tyranny. There is no greater injustice than to bind someone against their own will. Those who do this must be brought low.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Fleetness of Wind. You can use your Channel Divinity to hasten your allies. As an action, you can choose any number of creatures within 30 feet of you that can hear you. Those creatures may immediately use their reaction to move up to 30 feet while ignoring difficult terrain. This movement does not provoke attacks of opportunity.
Bring to Earth. As an action, you present your holy symbol and speak a prayer of binding. As as an action you force each creature of your choice that you can see within 30 feet of you to make a strength saving throw. on a failed save, a creature is knocked prone.
Airborne creatures have disadvantage on this saving throw. If an airborne creature fails the save, it begins falling, even if its being held aloft by magic.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion 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 |
Tempestuous Aura
Beginning at 7th level, the very winds would protect you from harm. Ranged attacks against you and friendly creatures within 10 feet of you have disadvantage, as if you were surrounded by strong winds.
At 18th level, the range of this aura increases to 30 feet.
Lightning Reflexes
By 15th level, you have learned to move like the wind. You gain proficiency in Dexterity saving throws.
Zephyr's Champion
At 20th level, you can assume the form of a force of nature, becoming wreathed in the power of the storm. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
You gain a flying speed of 120 feet.
You do not provoke attacks of opportunity while flying.
Your melee weapon attacks deal an additional 2d8 thunder damage.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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4/24/2022 3:52:53 AM
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