Paladin
Base Class: Paladin

Paladins who swear the Oath of the Sand Walker devote themselves to the ancient wisdom of the desert—an endless expanse that teaches endurance, humility, and the freedom of motion. These paladins stride across scorching dunes and silent nights, serving as guardians of forgotten paths, wandering pilgrims, and sacred oases. They draw strength from shifting sands, patient winds, and the resilience required to survive in a harsh, ever-changing world. A Sand Walker is both guide and sentinel. A Sand Walker draws strength from ceaseless travel and the winds that reshape the world grain by grain.

Tenets of the Sand Walker

1. Endure the Unyielding

The desert spares no one. You must meet adversity with steadfast resolve. Hardship is a teacher, and survival is sacred.

2. Protect the Oasis

Wherever life blossoms—be it a person, a community, or a fragile hope—you are bound to defend it. Even the smallest refuge can mean salvation.

3. Walk with the Shifting Wind

Adapt, change, and flow like drifting sands. Rigidity shatters in the desert; let the wind guide your step to what must be.

 

Level 3: Walk with the winds

The winds of the desert guard your steps and has taught you its secrets through heat, and unending motion. While you aren’t wearing Medium or Heavy armor, you gain a bonus to your AC equal to your Charisma modifier (minimum of +1). You also gain proficiency in Survival and Nature, and your proficiency bonus is doubled for any ability check you make with these skills. Your understanding of the land deepens with every step across shifting dunes.

 

Sand walker Spell

When you reach a Paladin level specified in the Sand walker Spells table, you thereafter always have the listed spells prepared.

LEVEL 3:  Create or Destroy Water, Bless

LEVEL 5: Gust of Wind, Locate Animals or Plants

LEVEL 9: Leomund's Tiny Hut, Fly

LEVEL 13: Mordenkainen's Private Sanctum, Freedom of Movement

LEVEL 17: Commune with Nature, Wall of Stone

Level 3: Aegis of the shifting winds

As an action, you can expend one use of your Channel Divinity and invoke the power of the dessert winds. A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 10 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for 10 minutes.

When the wall appears, each creature in its area makes a Strength saving throw, taking 2d6 Bludgeoning damage and are pushed away on a failed save or half as much damage and no additonnal effect on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Medium or smaller creature who tries to pass trought it need to make a  Strength saving throw or fail to pass the wall. Creatures in gaseous form can’t pass through it.

Level 7: Aura of Rushing Winds

Your steps are guided by ever‑moving winds. Your walking speed increases by 20 feet.

As an action, you can choose to reduce this bonus to 10 feet. When you do, creatures of your choice within your Aura of Protection gain a 10‑foot bonus to their walking speed for 1 minute.

 

Level 20: Avatar of the endless winds

As a bonus action, you become the embodiment of the desert’s wrathful winds, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

  • Your movement speed is doubled.
  • You gain 20 temporary HP at the start of your turn.
  • You have advantage on all your weapon attack.
  • If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action.
  • When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.

Level 15: Protective Winds

As a reaction when an ally is hit, you can command the wind, making a protective barrier around the ally. Your ally then gain temporary HP equal to your paladin level and resistance to the attack. You can do use this ability a number of times equal to your proficiency bonus. Reset on short rest.

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