Base Class: Paladin
Oath of the Skies
The Oath of the Skies is an Oath built on freedom, adventure and adaptability. With these principals most who undertake the oath used to be slaves, poor or people falsely imprisoned which seek to end these practises. Most seek to ascend in ranks to prove people wrong and or adventure and help in any way they can.
TENETS OF THE SKIES
The tenets of the Oath of Skies hold a paladin to a high standard of adventure and exploration..
Freedom. All are entitled to there freedom and will allow people to have it.
Exploration. Search the world for the mysteries of the world for better or for worse.
Adaptability. You can change to any situation that is presented and overcome any troubles.
Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Skies Spells
| PALADIN LEVEL | SPELLS |
|---|---|
| 3rd | expeditious retreat, zephyr strike |
| 5th | gust of wind, misty step |
| 9th | beacon of hope, haste |
| 13th | dimension door, freedom of movement |
| 17th | steel wind strike, control winds |
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
Defensive Winds. As a bonus action, you start a strong wind aura to protect you. Each creature of your choice within 10 feet of you have to make attacks with disadvantage. This effect ends if you are incapacitated or die or if the creature is more than 10 feet away from you.
Clear Protection. As a bonus action, you can bolster the guard of your allies with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you gain your paladin level of temporary hit points.
Avian Companion
3rd-level Oath of the Skies feature
You can summon the avian spirit bound to your soul. As an action, you can expend one spell slot to summon your avian spirit.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you.
The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Avian Spirit stat block, which uses your proficiency bonus (PB) in several places.
Avian SPIRIT
Small elemental
Armor Class 13 (natural Armor)
Hit Points 5 + five times your ranger level
Speed 10 ft., fly 50 ft.
Damage Immunities cold
Condition Immunities charmed, frightened, grappled, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Claws. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft. Hit: 1d6 + PB slashing damage.
Divine Origin. The spirit and each willing creature of your choice within 10 feet of it will heal for 2d6 + PB to all in the area including the spirit.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
Evolving Bond
Starting at 7th level, you gain the ability to cast touch range spells and lay on hands through your beast companion.
In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Adapting Winds
Starting at 15th level, you have immunity going prone or being stunned.
Unending Explorer
At 20th level, your presence can inspire change and freedom. You can use your action to gain the following benefits for 1 hour:
- Your movement speed is doubled.
- Your allies have advantage on death saving throws while within 30 feet of you.
- You don't provoke opportunity attacks, as do your allies within 30 feet of you.
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
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