Base Class: Paladin
Paladins who take on the Oath of the Zephyr wield divine magic that emulates the primeval power of howling hurricanes and destructive storms.
It is an oath commonly taken among warriors of the Acamonian Empire, who often do so in the name of the powerful elemental Shanarth, whom they venerate as the Zephyr.
TENETS OF THE ZEPHYR
The tenets of the Oath of the Zephyr drive its paladins to embody a mighty storm.
Like Wind. Change is to be embraced and nurtured. Do not let the world come to a standstill.
Like Lightning. Act fast and strike true. Never tarry or doubt yourself.
Like Thunder. Stand tall and firm. Let all evil hear you, see you and fear you.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Zephyr Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Zephyr Spells
| Paladin Level | Spells |
|---|---|
| 3rd | create or destroy water, thunderwave |
| 5th | blur, gust of wind |
| 9th | call lightning, fly |
| 13th | control water, storm sphere |
| 17th | commune with nature, control winds |
Channel Divinity
Beginning when you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Seize the Elements. As an action, you can expend a use of your Channel Divinity to calm the weather. For the next 10 minutes, a 30-foot-radius area centered on you becomes magically still and calm. The area moves with you, remaining centered on you. The temperature within the area becomes comfortable, the wind is still, any fires are quickly extinguished, any gas or vapor within the radius is dispersed and natural precipitation cannot enter it. Moreover, any elementals within the area have disadvantage on attack rolls.
Zephyr's Blessing. As a bonus action, you can expend a use of your Channel Divinity to imbue a weapon you're currently holding with the power of the Zephyr, as it begins to crackle with lightning. For the next 10 minutes, the weapon gains the following properties:
- It deals lightning damage instead of its normal damage type.
- If it does not have the thrown or ammunition properties, it gains the thrown property (range 20/60). If it already has one of these properties, its range is doubled.
- After throwing it, the weapon immediately returns to your hand. If it requires ammunition, the weapon creates it magically.
- Any effect or spell that only applies to melee attacks, such as divine smite, can also be applied to ranged attacks made with it.
- While wielding it, opportunity attacks made against you are made with disadvantage.
Aura of the Hurricane
At 7th level, you emit an aura of strong winds that can blow back projectiles. As long as you're not incapacitated, ranged attack rolls made against you and creatures of your choice within 10 feet of you are made with disadvantage.
At 18th level, the range of this aura increases to 30 feet.
Thunderous Rebuke
At 15th level, you can buffet your foes with thunderous bursts of wind. When a creature hits you or a creature within your Aura of the Hurricane feature with a melee attack, you can use your reaction to deal thunder damage equal to your Charisma modifier to it and force it to make a Strength saving throw. On a failed saving throw, it is pushed 15 feet away from the target of its attack.
Avatar of the Zephyr
At 20th level, you gain the ability to harness the full might of the Zephyr. As a bonus action, you can grant yourself the following benefits for 1 minute, or until you are knocked unconscious:
- You gain a flying speed equal to your walking speed.
- You gain resistance to lightning damage and thunder damage.
- You gain the benefits of both your Channel Divinity features.
You can use this feature once per long rest, unless you expend a 5th-level spell slot to use it again.
Previous Versions
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3/25/2024 9:18:23 PM
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