Base Class: Paladin
The oath of the Sky Fathers Paladins are protectors and destroyer's harnessing the power of the very storm itself to shield and aid their allies while it tears down their enemies. Even their divine smite, the power all paladins possess take on this new power changing from radiant damage and turning into lightning damage by taking on the form of a golden lightning bolt. These paladins generally stay back in fights providing ranged fire utilizing their strength for their bows preferring slower more powerful shots. The oaths they take upon themselves are as such:
Sentinel- You are the guardian of your plane as if you were the sky itself, the calm before the storm ready to defend it.
Courage- You must have the courage to face the overwhelming strength of the storm if you are to become a storm yourself.
Stand above- You are to be a beacon of hope and inspiration to those you look over, and a raging storm raining destruction upon your foes.
Respect- To be a leader is to show and have respect towards the people, whether it is a simple farming spending his life growing food or an enemy for his tactile genius.
Extra spells
|
3rd |
Feather fall, Fog cloud, Thunder Blast |
|
5 |
Dust devil, Skywrite, Lightning Rod |
|
9th |
Wind wall, Sleet Storm |
|
13 |
Ice Storm, Storm Sphere |
|
17 |
Maelstrom, Control Winds |
You gain these oath spells at the listed paladin level.
Channel Divinity
Heavens Burden: When you use your Channel Divinity you can bring down the weight of the sky upon your enemies. Choose a number of creatures equal to half your charisma modifier that are within 60 feet. They must all make a wisdom saving throw, on a failed save the chosen creatures have their movement speed halved and they have disadvantage on attack rolls.
Storm Barrier: When you use your channel divinity you can choose yourself or an ally creature within 60 feet, for the next minute protective lightning charged winds surround and shield them. The chosen creature gains temporary hit points equal to half your hit die rounded up and attackers must take 1d6 lightning damage for every attack they make against the chosen creature.
Overseer's Presence
At 7 level you again the following effects.
Your presence alone is enough to bring inspiration to your allies or despair to your enemies. As a Bonus Action, the paladin can switch between two effects.
- 3 Ally creatures within 10 feet of you gain the effects of Bless. (the range increases to 30 feet at level 18)
-3 Enemy creatures within 10 feet of you gain the effects of Bane. (the range increases to 30 feet at level 18)
Storms Retribution
At 15 level you have learned how to better harness the power of the storms and sky to better guard your allies while striking down your foes. When a hostile creature makes an attack against an ally within 30 feet of you, you can use your reaction to do one of the following
-You can force them to make a strength save against your spell DC, on a failed save they are struck by a blast of wind being pushed back 10 feet and knocked prone. If they pass, they are pushed back 10 feet and stay standing. If they are pushed into an object, they take (1d6+Charisma modifier) bludgeoning damage.
- You can force them to make a dexterity save against your spell DC, on a failed save they are struck by a bolt of lightning taking (1d6+Charisma Modifier) lightning damage, and are stunned until the start of your next turn. On a successful save they take half damage and are not stunned.
Heavens Tempest
At 20 level you gain the following effect.
You invoke the wrath of the sky and the heavens surrounding yourself with a swirling storm of wind, rain, and golden lightning. For the next 10 minutes, you gain the following,
-You gain a flying speed of 60 feet
-All hostile ranged attacks have disadvantage either in or passing through a 45-foot radius.
-Any hostile creature that enters or starts their turn within 30-feet of the paladin take 4d6+Cha Lightning Damage or your attacks gain the effect of a 1 level Thunderous smite for all attacks without expending a spell slot.
Comments