Base Class: Paladin
The Heir of Breath is one who has been chosen by the wind, which takes the form of freedom, change and literal wind. Wind itself guides them along their journey, awakening their amazing latent potential. Their mythological title means "one who inherits breath" or "one who becomes breath" with Breath representing freedom, direction and movement, and practically taking the form of wind magic. They, without even realising it, will become beacons of freedom. Their Oath is not own they choose, but one they are chosen by.
(Homestuck reference)
Level 3: Heir of Breath spells
Subconsciously, you are capable of harnessing the wind to cast certain spells; when you reach a Paladin level specified in the Heir of Breath Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Feather Fall, Zephyr Strike |
| 5 | Skywrite, Warding Wind |
| 9 | Fly, Wind Wall |
| 13 | Storm Sphere, Summon Elemental |
| 17 | Control Wind, Steel Wind Strike |
Level 3: Inherit the Wind
1st-level Heir of Breath feature
As a reaction, you can expend one use of your Channel Divinity to become the Wind, transforming into a blue tinted mist that is always at a cool temperature. For 10 minutes or until you use this feature again, you become intangible, having immunity to bludgeoning, slashing, piercing, poison, fire, cold, lightning, thunder and acid. Your walking speed decreases to 0 but you gain a flying speed of 60 feet. You can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. Taking the attack action while in this form will instantly cause you to return to your normal state.
You can end this effect early (no action required).
Level 7: Aura of Freedom
7th-level Heir of Breath feature
You and your allies gain +10 to their walking speed and ignore difficult terrain while in your Aura of Protection.
Level 15: Magic Gust
15th-level Heir of Breath feature
Whenever you cast a Paladin spell you may move 1 creature of your choice up to 30 feet in any direction. If the creature is unwilling, they must succeed a Dexterity Saving throw against your paladin spell DC.
Level 20: The Windy Thing
20th-level Heir of Breath feature
Whenever you cast divine smite or another smite spell, you may create a maelstrom of wind around your weapon. A violent cyclone is summoned in a 30 foot radius centred on your weapon, and only affects creatures of your choice. The Wind of this cyclone can have on of the following two effects of your choosing.
Healing Wind. Creatures within the cyclones radius heal 14 (4d6) hit points at the start of their turns.
Hurtful Wind. Creatures within the cyclones radius take 20 (6d6) force damage at the start of their turns.
The Cyclone lasts for 2 rounds, or if you choose to end it.
Absolute Freedom
20th-level Heir of Breath feature
The Ultimate Pinnacle of your potential. The Freedom and Wind you control transcends reality allowing you to alter history. By turning into Wind (which functions similarly to the Inherit the Wind ability) you can travel into the past, gaining freedom from the rules of time. You can travel to one point in History in a location that you have been to before. Any effects you have on that point in history will also affect the present, altering the future. The effects of this history alteration can only be undone by another use of Absolute Freedom, or by the gods themselves. Upon ten minutes passing, your body turns back into wind and return to the present. This ability can only be used once ever, and can only be used again through use of a Wish spell.
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