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Oath of the Sky

Oath Spells You gain oath spells at the paladin levels listed. Oath of the Sky Spells Paladin Level Spells 3rd hunter's mark, zephyr strike 5th gust of wind, see invisibility 9th conjure barrage, fly 13th divination, freedom of movement 17th scrying, swift quiver Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Sacred Shots. You can use your Channel divinity to imbue one ranged weapon you are holding with divine energy as a bonus action. For the next hour the weapon becomes magical if it isn’t already and when you hit a creature with a ranged weapon attack using this weapon, you can use your Divine Smite feature as if it were a melee weapon attack. Starting at 11th level, the Improved Divine Smite feature also affects ranged weapon attacks made with a weapon under the effects of your Sacred Shots, as if they were melee weapon attacks. Guided Query. You can use your Channel Divinity to augment your attempts at revealing the hidden. When you make an Intelligence (Investigation), Wisdom (Insight), Wisdom (Perception) or a Wisdom (Survival) check, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the GM says whether the check succeeds or fails. Aura of Vigilance At 7th level, your quickness of action manifests as an aura that enhances yours and your allies’ senses. You and friendly creatures within 10 feet of you have a bonus on initiative rolls equal to your Charisma modifier and cannot be surprised while you are conscious. At 18th level, the range of this aura increases to 30 feet. Like the Wind At 15th level, the freedom of the sky flows through your body. Whenever you fail a saving throw against an effect that would reduce your speed, restrain or incapacitate you, you can use your reaction to succeed instead. Sky Champion Starting at 20th level, you gain the ability to become completely attuned to the magic of the sky. As an action, you can magically become a living zephyr, gaining the following benefits for 1 minute: Wings sprout from your back, granting you a flying speed of 60 feet. You and all friendly creatures within 30 feet of you gain a bonus to attack and damage rolls equal to your Charisma modifier. A whirlwind forms around you, and ranged attacks against you automatically miss. Once you use this feature, you can’t use it again until you finish a long rest.

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