Base Class: Paladin
The Oath of Trailblazing guides the likes of traveling merchants, wanderers, and medical experts from afar with the wind's gentle breeze who seek honest lives. Gazing at the sky wondering where to head next in the travels, paladins who swear this oath stand against those who would revoke or toy with the freedom of others whether it was through deception or otherwise.
Warriors of this oath tend to act of their own accord. Regardless of intentions, they still hold themselves to their own code and make prayers to the skies above, as well as healing any injured they see along the way. Even when far away from their homeland, these guardians still value protection of the innocent and imprisonment from the foul and cruel minded, even if it means doing a few immoral acts themselves. For most followers, they believe that this is the best way they can live their lives, even if they have a guilty conscience at the end of their road, at least they'll finish knowing they helped people be free for at least one more day.
TENETS OF THE TRAILBLAZER
Tenets of those sworn to the Oath of Trailblazing are normally loose, but usually revolve around freedom and the ability to aid others. Paladins who value these tenets are usually nonchalant and casual, as well as willing to break a few rules to help those in need. As such, paladins are often of chaotic or neutral alignments. The tenets of these wanderers are plain and simple.
Defend the Weak. You will always fight for those who can't fight for themselves.
Any Mean Necessary. Even if a god is displeased with my actions, You will do whatever it takes to smite those who condemn the defenseless.
Honesty. You do not intend deceive anyone, you want to see people comforted by facts, rather than falsehoods.
Redemption. If possible, you'll give your enemies a second chance if you think they can be saved.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Cyclone Shield.
As an action, you can take a deep breath and whip up a miniature cyclone that surrounds you for 5 feet in all directions. The cyclone moves with you, remaining centered on you. Any creature that fail their attack rolls against you must make a Strength saving throw, taking 3d6 slashing damage on a failed save, and half as much on a successful one. This cyclone lasts for 1 minute and cannot be dispersed unless you choose to end this effect (no actions required).
Eye of the Storm.
As an action, you present your holy symbol and speak a prayer drawing all hostile creatures around you to your person, using your Channel Divinity. Each creature that can see or hear you within 50 feet of you must make a Dexterity saving throw. If the creature fails its saving throw, it is moved 10 feet towards you and it must use its Attack action against you. If the creature succeeds its saving throw, it is moved 10 feet in a direction of the creature's choosing.
A creature who failed the saving throw must spend its turns trying to move as close to you as it can, and it can’t willingly move to a space 30 feet away from you. It also can’t take reactions against creatures, except you. For its action, it can use only the Dash action to move closer to you or the Attack action. If there’s nowhere to move, the creature can use the Attack, Grapple, Help, or Shove actions. These effects last for 1 minute.
At the end of each of its turns, an affected creature can make an Intelligence saving throw. On a success, the channel divinity's effects end on that creature.
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 |
Aura of Freedom
Starting at 7th level, you make nearby creatures feel lighter and more agile. While you're not incapacitated, you and friendly creatures within 10 feet of you cannot be grappled or restrained, gain an additional 10 feet of movement, and ignore penalties on movement while on land or flying. Creatures that are already grappled or restrained when they enter the aura can spend 10 feet of movement to automatically escape, or if they are bound by magic restraints, they can spend 20 feet of movement to escape.
At 18th level, the range of this aura increases to 30 feet.
Liberation of Choice
Beginning at 15th level, you are always under the effects of a freedom of movement spell.
Call of the Storm
At 20th level, as an action, you can have the winds whip up a hurricane. From this hurricane descends a number of Air Elementals equal to half your proficiency bonus that land within 30 feet of you. These Air Elementals are considered friendly creatures and will not attack other creatures that you consider friendly.
When these Air Elementals have their hit points reach zero, they cause a miniature explosion of wind and electricity. Creatures within 10 feet of the elemental must make a DC 16 Strength or Dexterity saving throw or take 2d6 bludgeoning damage and 3d8 lightning damage and are moved 15 feet away from elemental.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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3/10/2024 5:06:03 AM
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Coming Soon
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