Base Class: Paladin
Oath of the Whispering Winds
“The paths may twist, the stars may dim, but the wayfarer's road stretches on forever.”
Paladins who swear the Oath of the Whispering Winds are Wayfarers and seekers of truth, wanderers who find divinity in the journey itself. These knights errant walk the ever-winding roads between worlds, helping the lost find their way and ensuring that freedom of movement and choice is preserved wherever they roam. They champion exploration, curiosity, and the sacred bond between traveler and trail.
Wayfarers often serve gods of travel, exploration, or open skies—such as Shaundakul, Fharlanghn, or Avandra—but others follow only the silent whisper of destiny that pulls them ever forward. They detest tyranny, stagnation, and those who would bind others to fear, dogma, or isolation.
Whether leading caravans through dangerous wilds, uncovering hidden portals, or delivering hope to the hopeless, the Wayfarer is never still for long. Their path is their oath.
Tenets of the Whispering Winds
The tenets of the Oath of the Whispering Winds vary with the paladin’s god, if any, but all share a common reverence for movement, freedom, and guiding others.
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Trust the Path. Every road leads somewhere. Even when the way is unknown, keep walking until it is.
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Guide the Lost. Share your fire and your wisdom. Help others find safety or meaning in their journey.
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Oppose Tyranny. Chains, both literal and metaphorical, must be broken wherever they are found.
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Wander with Purpose. Do not travel aimlessly. Seek beauty, knowledge, or healing with every step.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Whispering Winds Spells table. Spells marked with an asterisk are new spells. See the Sacred Oath class feature for how oath spells work.
| 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 |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Wayfarer’s Mark
As an action, you mark a creature you can see within 30 feet with a glowing rune. For 1 minute, you can teleport to an unoccupied space within 5 feet of the marked creature as a bonus action on each of your turns.
Open the Way
As an action, you sanctify a 15-foot radius zone within 30 feet. For 1 minute, difficult terrain is negated for friendly creatures in that area. Allies in the zone cannot be paralyzed or magically restrained and have advantage on checks to escape grapples.
Steed of the Roads
You can cast Find Steed once without expending a spell slot.
Your steed gains the ability to teleport you and one willing creature within 5 feet up to 120 feet to a place you can see once per long rest.
Aura of the Guiding Winds
Beginning at 7th level, your divine presence grants subtle awareness of danger and direction.
You and allies that start their turn within 10 feet of you gain a +10 Feet of movement speed and cannot become lost while traveling unless by magical means.
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.
The Wind's Embrace
Starting at 15th level, you feel protected by the gusting winds of the wayfarer. When you take damage from a melee attack, you can use your reaction to teleport up to 30 feet to an unoccupied space you can see. If you choose to teleport this way, the attack's damage is reduced by an amount equal to your Charisma modifier + your paladin level.
You can use this feature a number of times equal to your Charisma modifier per long rest.
Rider of the Winds
You walk where others cannot.
Once per turn, when you take the Attack action, you can teleport up to 15 feet before or after your attack, without provoking opportunity attacks. If you are mounted upon your bonded steed, the steed may teleport as well.
Additionally, you gain:
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Immunity to difficult terrain.
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You can walk on liquid surfaces.
- You always know the direction to the nearest portal, gate, or extraplanar crossing, as long as it’s within 1 mile.
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