Base Class: Paladin
There are several deific figures surrounding the concept of travel and adventure. Be it Shandakul the Wayfarer, the ancient and enigmatic being known only as "The Traveler," or some other god or goddess who patron's those with strong adventurous callings. Whomever your patron deity, they know your true heart, they heard your voice calling from the vast wilderness, and have accepted your divine oath to call your whole world home. To travel and see, with eyes unclouded, the scope and majesty of all there is to see, and to share the wonder of such far off sights with every wanton imagination you should encounter. To safe guard pilgrims, tinkers, and any who would call the open road their home, as you yourself do. And to bring decisive wrath down upon any who would dare restrict travel or passage by force and tyranny.
This is your sacred vow, the Oath of the Open Road.
Starting at 3rd level, upon choosing this oath, you gain the following class features:
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Open Road Spells table. See the Sacred Oath class feature for how oath spells work. Additionally, you learn the produce flame cantrip with this feature starting at level 3.
Oath of the Open Road Spells
| Paladin Level | Spells |
|---|---|
|
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.
Sunder Bindings. As an action you present your holy symbol creating a field of disjunctive magic that surrounds you and extends outward to form a 20 ft sphere area of effect that follows as you move. You and all creatures you designate within 20ft. of you are unaffected by this field, all other creatures inside the field have a single magic effect, condition, or status effect dispelled so long as it's origin is any spell of 3rd level or lower. For each spell effect of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. At the start of each creatures turn who begins their turn within the area has an additional single magic effect, condition, or status effect dispelled, and will continue to loose such so long as they remain in the area. This disjunctive field lasts 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end it.
Fury of the Winds. As a bonus action, you channel the powerful might of the howling winds to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Charisma modifier.
Aura of Liberation
Starting at 7th level, you fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.
Winds of the Open Road
At 15th level, you can call on the force of crashing torrents of wind as a reaction whenever a creature moves into or out of your reach. The creature takes 1d12 bludgeoning damage and must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Mythic Explorer
At 20th level, you learn to channel the spirits of historic explorers to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the open road to gain the following benefits for 1 minute:
- You have advantage on Strength (Athletics) checks and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it is doubled.
- If you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have advantage on attack rolls against that creature.
- You can take the Dash or Disengage action as a bonus action.
- You have advantage on Dexterity checks and Dexterity saving throws against effects you can see.
- You have resistance to all elemental energies.
- You have True Seeing to a range of 120 foot.
Once you use this feature, you can’t use it again until you finish a long rest.
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