Paladin
Base Class: Paladin

TENETS OF THE HEAVENS.

Vision of Hope. When people look up to the skies, it should be with hope. Make sure they see it.

Rising to Challenges. To merely be able reach your foes will be difficult. To actually face them will be the real challenge. Meet the CHALLENGE.

Elevate. Help the worthy around you to reach new heights. Your actions should elevate those around you.  

Channel Divinity

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

Soaring Smite. For 1 minute, when you channel a divine smite, its divine energy extends. The range of the strike is doubled, but past the weapons normal range, the target only takes the added damage from the smite. You can choose, for every level above 1 the slot used to fuel the smite, the range doubles again (level 1 smite, x2, level 2, x4, level 3, x8....). For every range extension though, the level of damage will decrease by 1. example level 3 smite at 2x range does 4d8 damage, 4x range does 3d8 & 8x range does 2d8. 

Once you use this feature, you cannot use it again until you finish a short rest.

Sky High Casting. For 1 Minute, you can evoke the powers of the higher plains to temporarily gain near limitless magical power. When you cast one of your Paladin spells, you make either an Arcana or Religion check, the dc = the level of the spell be cast + the combined levels of the spell that have successfully utilized this use of "Sky High Casting". If the check succeeded, you cast the spell without using a spell slot.

Once you use this feature, you cannot use it again until you finish a long rest.

Oath Spells

You gain oath spell at the paladin levels listed.

Oath of the Heavens spells

Paladin levels                                                    Spells

3rd                                                   Feather Fall, Jump

5th                                                   Gust of Wind, Warding Wind

9th                                                    Fly, Wind Wall

13th                                                 Ice Storm, Storm Sphere

17th                                                 Control Winds, Steel Wind Strike

Aura of Elevation

Starting at 7th level, you and friendly creatures within 10 feet of you have advantage against airborne enemies.

At 18th level, the range of this aura increases to 30 feet.

Aireal Maneuvers

At level 15, you gain the ability to use several techniques to aid you in battle. You can use these maneuvers a number of times = to 1/2 your paladin level (rounded down) and regain all expended after a short rest.

Wingman: Choose an ally that is 5ft away. On that ally's turn, you can use any unused movement from your turn try to move in the same direction as the chosen ally. When an enemy targets said ally with an attack, you can use your reaction to make 1 attack against the enemy before they launch their attacks. If you hit them, should they continue their attack, take a penalty to their attack roll = to the difference your attack roll & their AC. These effects last until the start of you next turn.

Barrel Roll: As a reaction to taking damage, you can halve that damage, move 5ft, & gain a bonus to your AC = to half your Proficency untill the start of your next turn.

Sidewinder: While using your Soaring Smite Channel Divinity, you can attack multiple enemies. Preform a slash, all enemies in a cone equal to half your current smite range. The enemies are not all hit at the same time & are hit in order of the direction of the slash. After each enemy is hit the damage of the smite is reduced by 1. Each enemy makes a Dex Save. If they succeed, they reduce the damage they take by half. This counts as 2 to uses of your Aireal Maneuvers.

Slipstream: While using your Sky-High Casting Channel Divinity, you can teleport to within 5ft of a creature you cast a spell on and if you choose to, you can use your bonus action to make 1 attack. You add your Cha. modifier to your attack roll and damage roll.

Strafe: You use what movement you have left to charge in a straight line. You attack any enemy you choose that comes into range or your melee weapon.

Divebomb: You can drop onto a creature who is at a lower elevation than you, after the fall damage is spit between both of you, you can roll a % dice to reduce the damage by % rolled. The reduced damage is then transferred to the creature you landed on.

 

High Honors

At level 20, you have heightened your resolve to its fullest extent. 

You regain HP = to your Cha modifier at the start of every turn & temporarily HP = every time you drop an opponent to 0 HP or land a critical blow. Airborne enemies now have disadvantage on attacks against any creature the benefits from your Aura of Elevation.

Previous Versions

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11/13/2023 6:24:28 PM
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