Oath of the Wind - Sacred Oath v1

by Rain-Junkie

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Oath of the Wind

Those of the Oath of the Wind are free spirits. Often taking up arms as mercenaries, they hate to linger, and enjoy the little things life has to offer them. Paladins that take up this oath are often hermits or sailors, and are always looking towards the next adventure.

Tenets of the Wind

The tenets of the Oath of the Wind are merely guides to those who walk with the wind, and don't act as firm rules.

Freedom. Every creature, being, and soul should be free to live a life it enjoys. A life not enjoyed isn't a life worth living.

Relaxation. Enjoy the simple pleasures that life has to offer, and don't focus on the next problem or hurdle.

Travel. Exploring the world is key to gaining insight and understanding. Every adventure begins with the first step, so go and take it.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spell
3rd featherfall, longstrider
5th gust of wind, levitate
9th haste, thunder step
13th freedom of movement, storm sphere
17th control winds, steel wind strike

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Striking Wind. As an action, you can imbue one melee weapon that you are holding with wind energy, using your Channel Divinity. For 1 minute, when you make an attack on your turn with the weapon, the weapon's reach increases by a number of feet equal to 5 x your Charisma modifier, as it shoots blasts, jabs and slashes of wind towards your foes, as appropriate to its damage type. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.


 

Tailwind. As an action, you can cause winds to guide you, using your Channel Divinity. A number of allied creatures up to your Charisma modifier (minimum 1) within 60 feet of you can immediately use their reaction to move up to their speed without provoking opportunity attacks.

Aura of Agility

Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on ability checks and saving throws to escape the grappled or restrained conditions. In addition, hostile creatures have disadvatage on opportunity attacks against you and friendly creatures within 10 feet of you.

At 18th level, the range of this aura increases to 30 feet.

Veil of Wind

Beginning at 15th level, a whipping wind constantly surrounds you. Any ranged weapon attack made against you that deals equal to or less damage than your Charisma modifier + half your paladin level instead deals no damage.

Voice of the Tempest

At 20th level, you gain the ability to harness powerful elemental magic. As an action, you can magically become an avatar of wind, gaining the following benefits for 1 minute:

  • You gain immunity to lightning and thunder damage.
  • You gain a flying speed of 60 feet.
  • As a bonus action on each of your turns, you can blast a creature within 30 feet of you with air, pushing them up to 15 feet in a direction of your choice.

Once you use this feature, you can't use it again until you finish a long rest.


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