Paladin
Base Class: Paladin

Taking after an ancient deity long forgotten within the desert winds, you follow their oath and laws. Now possessing powers from the Divine Guide of the Sands, you are granted abilities that aid in your adventure now guided by the sand. When simply touching the ground, it is almost like you know the path of where you need and will go soley guided by your ideals, oath, and the set of laws you follow. The sand and ground is not just what it seems, but rather the way you must go to find what you need. It is not only your path but also your tool to use to defeat all others that oppose you and the oath that binds you.

Laws within the Oath of the Dunewalker



Guide. You are the Guide, the one who is the leader and aids the others. You guide and take the lead whenever it's possible to stay in the front.

Pathfinder. You won't willingly go somewhere against your will. Only you choose where you go. 

True Strength. Many cast spells, but you won't. The Divine Guide of the Sands understands that spells make weak creatures, thus the lack of spells builds a physically strong creature.

Unison. A very strong ideal of the Divine Guide of the Sands is that sticking with another either to protect, guide, or aid is important. When taking on jobs or adventures, you must never work alone. 

Dry. You should never be bathing within water or touching an excess of it. The sand cleanses and hydrates you to the highest amount, there is no need for such. Ridding of meaningless needs ensures that one becomes stronger. (The DM may choose if you are touching too much, typically half way bathed in it or drinking it is not allowed and goes against your oath.)


 

 

 

Pave the Dunes

3rd-level Oath of Glory feature

While a normal paladin would often get spells given to them by the oath they follow, the Oath of the Dunewalker disallows the usage of spells. Instead, your oath brings forth a slew of traits that the deity you follow in oath has granted you in exchange for the spells you would normally be given.

  • 'Dunewalker.' As one who follows the Oath of the Dunewalker, you gain certain character traits. Around you is always some form of sand whether that be tracing from your steps, swirling around you, or within your hair or clothes. Sand does not bother you nor does the winds and even unaffected by it to some degree. The sand feels less like tiny particles but rather a warming blanket, so naturally you feel encouraged to be covered in it. The strongest of winds almost feel like a comforting breeze to you. 
  • 'Sand Plating.' When damaging creatures, you may siphon a small amount of their energy and convert it into sand which will then attach to you and serve as a sort of plating to your armor. This ability only works if you are wearing armor. When dealing damage to a creature, you may use your bonus action to gain temporary hit points equal to your proficiency modifier. You may also give temporary hit points to a creature if you overheal them with 'Lay on Hands' up to a max of your proficiency modifier.
  • 'Desert Rebirth.' The presence you yield is strong due to the rigorous trials of obtaining this oath. With a developed presence, you are able to surround yourself in sand and make your presence more frightening, gaining advantage on an intimidation check you are making. You are able to do this feature twice before requiring a long rest to recharge.
  • 'Embrace the Storm.' When you activate a smite on a creature, you whip up a small dust storm around you. You may choose for the dust storm to do a certain action from below when activating a smite using a spell slot:
    • The dust storm starts to wrap around you before following you smiting blow, to add more to your attack. You may make the creature make a DEX save against your spell save DC. If they are to fail, they take 1d6 (increases by 1d6 per slot level above 1) bludgeoning damage and are pushed in chosen direction 15 feet back.
    • The dust storm starts to concentrate around you to veil you from danger with the wind to boost your ability to dodge. Grant a +2 to your AC and giving you advantage on DEX saving throws for the next three turns. This effect does not stack.
    • Shift into the dust storm and begin to wave your body after the smite, before dissipating into a cloud of sand that shifts through the battle ground. Choose a creature within 20 feet and you may teleport to them within an unoccupied space.
    • Expand the dust storm to emerge around you. Within a 10 foot sphere, a dust storm emerges within the sphere for 1 minute. A creature who just entered the storm or ends their turn within the dust storm that you do not consider an ally takes piercing damage equal to your proficiency modifier and must make a CON save. If they fail the CON save against your spell save DC, they take 1d4 piercing damage and are blinded until their next turn.

 

Channel Divinity

3rd-level Oath of the Dunewalker feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

The Face. You are granted powers of The Face, being able to see all and able to decipher what may be to difficult for your own self to understand. Upon using this option, three floating stone face that is smaller and obviously weaker than it's divine counterpart appears behind you following along wherever you go. All three stone faces are identical on how they look in the image of the class details page (full screen, on computer to see image.) They are around the same size as your head and will levitate behind you and teleport with you anywhere you go. They take up 5 feet behind you and all three take up the same space behind you. One face seems to carry what looks to be insects, crawling on it and inside it. Another face seems to be glowing with a mystical aura, shedding light within a 10 foot range and dim light in 10 feet beyond that. The last face seems to emit a bright glow Until one hour is up or until all three faces are destroyed (16 AC, 6*(Class Level) HP, resistance to all damage), you gain the below benefits:

  • Gain advantage on all Intelligence based skill checks and saving throws. While within this state, all skills that use your INT that are below your proficiency bonus become equal to your proficiency bonus. 
  • As an action, you may have one of the faces following behind you let out what is a Swarm of Insects, specifically Locust. When they are summoned, they follow as you tell them. You may use your reaction to give them a simple one word command and when they are not given a command, they take the dodge action. Up to a number of insect swarms equal to your proficiency bonus minus one can be present, as summoning another will disperse the oldest swarm of insects. Treat this swarm of locust like 'Swarm of Insects (Wasp)' however, they also have the ability 'Harvester. The swarm does triple damage with it's bite attack to any creature or object that is a plant.' Insect Swarms disperse when channel divinity ends.
  • You gain a Tremor Sense of 30 feet, Blindsight of 30 feet, and Dark Vision of 120 feet. You are unable to be blinded in anyway. All Insects that are summoned from you share these traits.

The Guide. Your physical stature and psychique begin to expand, becoming stronger as a heavy veil of sand covers your eyes making what is a physical blindfold with red glowing dots where your eyes would be. While you may lack the vision from The Face, you gain some of the outstanding physical powers of the Guide, the one who pulls The Face within the desert. Gaining the speed and power, you now need the support to be able to see who and what to fight from others. A testament to your trust with others. Red sand begins to float off of you, as you gain a dark red aura. Upon use, you gain the following traits for an hour or if you choose to end it early from below:

  • Double your movement speed and gain a +2 to any weapon damage rolls.
  • Divine Smites deal an extra 1d6 damage.
  • You may use your bonus action to make a melee weapon attack.
  • Replace any ability of perception with tremor sense 5 feet and the ability to hear up to three creatures of your choice until this feature ends. When using this feature, you forget the location of all creatures you remembered and forget which direction your facing until the feature ends. You are unable to make opportunity attacks and unable to use shields until the feature ends.

Aura of Dune Striding

7th-level Oath of the Dunewalker feature

The desert has fine tuned your sense of traveling, allowing yourself to aid of course, you, and your allies against the troubles of the terrain. It also grants some extra sand plating on your allies to make sure they are prepared for the worst. Any ally within 20 feet of you will have their movement speed unaffected my difficult terrain. Additionally, you may use your bonus action to give Temp HP equal to your proficiency modifier to all creatures within 20 feet of you.

Grand Dust Storm Aura

15th-level Oath of Glory feature

The Guide and The Face have seen your worthiness, granting you the power of a Grand Dust Storm Aura. You now always have an active Dust Storm around you at all times that ranges to 30 foot radius sphere around you. You may use your bonus action to make it dissipate or have it emerge out once again. Allies are completely unaffected by this devastating storm aura and are able to see clearly within it. Any creature who relies on their eyes for vision can only see 15 feet within the storm. Any creature who enters or ends their turn within the dust storm must take piercing damage equal to your proficiency bonus times three and must make a CON saving throw against your spell save DC. On a failed save, that creature is blinded until the end of their next turn. 

Connecting Dunes of Unison

20th-level Oath of the Dunewalker feature

 After proving yourself as the strongest or one of the strongest paladins embracing your oath, you may embrace a combined usage of both Channel Divinity options- gain the summoning power, intelligence, and enhanced sight of The Face while additionally gaining the pure strength and mobility that the Guide possesses in unison in order to become a devastating foe to all.

When using Channel Divinity, you may choose to use 'Connecting Dunes of Unison' and gain the below benefits:

  • You gain all the benefits of both options- 'The Face' and 'The Guide' within Channel Divinity. When doing so, you ignore the downside of 'The Guide.'
  • You may use a bonus action rather than an action to summon up to the max amount of swarms of insects.
  • Your divine smites does an additional 2d6 damage rather than 1d6.
  • Instead of three small faces, it instead creates one large face that is the creature size 'Large.' This face has 160 HP, resistance to all damage types, and has an AC equal to your own. It also possess all traits of the three faces combined and acts exactly like them, following and teleporting with you while staying behind you.
Oath Of The Dunewalker Image

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