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OATH OF THE
ZEPHYR
PALADIN SACRED OATH OPTION
A SyLbH CLAD WA wre TUNIC AND Ski HOLDS HER SHORT
steorel and targe atthe ready crop of pirates draw their
weapons as they board her allies” ship. A plauf smile
‘graces her countenance. andl with a fick of her blade a fo-
‘cusedt gale blasts most of them iio the drink.
A travetwworn human with a.green cloak and greying hair
‘watches brigand sprint fiom the roadside tavem into the dis-
tance. Wit a short prayer the wvnd stirs and human leaps,
losing the brigane'sfead in what seems tike a single step: he
flashes his spear with a mirthjul grin and says, “Y you dort
retum that gold Im going to make you eat it
A small band of adventurers breaks out of thicket into a
clif'se cienring: peering over the edge they see a verdant
valley of green forest and blue rivers. peppered with floating
‘crystalline structures from a jorgorten age. There they stood,
_farther than any had ventured in tving memory atthe back
of ther merry group a plain ciothed dwarf with a knowing
smile boasts loudly, "See! I fold you we werent lst!”
Wind is the power ofthe mind, the foree of intellect, inspira
tion, imagination. Its ideas, knowledge, dreams and
wishes. Airis the element of new life and new possibilities
and is essential to spells and rituals of travel, and it is the
ultimate expression of freedom. z
‘But as with all things worth having, freedom is not free. It
{shard won and itis bled fr: and when the twin forees of
‘tyranny and chaos malign themseives against it it too
needs it's champions.
Known as the Waylarers or the Zephyr Knights, these
Jsnights embody actventure, fre spiritedness and inde
dance. Knights that take the Onth ofthe Wayfarers do 0 a9
‘much out of desire to ensure the independance ofall beings
as out oftheir own sense of wanderlust Its a requirement
{or all Waytarers to travel the worl, protecting the roads,
‘and forging paths to new or forgotten parts of the realms,
‘AZephiyr Knight never turns down the opporumnity to see
new parts the world, engage their competitiveness and
partake in hearty revel.
TENETS OF THE ZEPHYR
1m Keeping with their freespirited and cavalier nature
the exact tenets and codes of the Wayfarers are flexible
and ill-defined, but there is @ common set of principles
that underpin even these vagrant knights,
Freedom. More precious than a dragon's hoaed:
freedom is the wind from which all the good in the
World might be brought. Where freedom cannot be
found, for yourself or others, reign destruction down
‘upon those who would deny it.
Enlightenment. Knowledge is a weapon that all
zen should be free to wield, only tyrants would
disarm their people of
‘Travel. Travel isthe ullimate expression of freedom.
Seek the new, the novel and the exotic and map the
coat others might follow
Give shelter and aid to travellers and defend
paths they walk. Share the winds of freedom with
all who would walk with you.
Spirits. Travel and revelry are forever
cat drink and be merry s0 that you might
elty in others wherever you go.
Lertwined:
sspire rev-Oars SpeLis
You sain Oath Spells at the Paladin Levels listed,
OATH OF THE ZEPHYR SPELLS
Paladin Level Spells
3rd expeditious retreats, feather fall
: Sth warding wind, gust of wind
' 9th wind wall, haste
13th freedom of movement, storm sphere'*
17th commune with nature, control winds
Cianwen Divintry
When you take this oath at 3rd level, you gain the
{allowing two Channel Divinity options,
Highwind. As a bonus action you empower your inner
‘tempest. For I minute, your movement speed doubles and
you have a flying speed equal to your current walking
speed. This benefit works only in short bursts; you fll i
you end your turn in the air and nothing else s holding yon
alot
In addition, when you spend a spell slot to use Divine
‘Smite the target must make a Strength or Dexterity saving
‘throw [its cholce) against your spell save DC or be knocked
prone.
Guiding Winds. Asan action. you take a moment to
listen to the wind. You immediately learn the plane of exis
‘tence you are on and the cardinal directions of the plane ff
any) ifyou donit know them already. For the next hour a
gentle breeze blows at the backs of you and any non hostile
creatures within a 100-foot-radius sphere centred on you.
For as long as the wind is blowing you gain the following
benefits:
~ You know your bearing relative to the cardinal direc-
lions, and can get lost except by magical means.
Creatures or vehicles in the radius ignore difficult ter
\ rain and move at twice their speed (e.g, ships can achieve
& {ul sll in any direction forthe duration regardless of pre-
vailing winds
~ Any non-hostile ereature within the radius ignore ex-
lremes of temperature (both hot and cold), altitude, strong
winds and heavy precipitation, as described in chapter § of
the Dungeon Master's Guide.
& Inner Tempest
At Sd level, our potential reaches i's peak when you are
free to move, and incoming blows are turned by the un-
bridlled storm you carry within. When not wearing armour
‘your AC equals 10 + your Dexterity modifier + your Cha-
risma modifier.
‘Additionally. you may choose to make your divine smite
‘and improved divine smite deal lightning or thunder
damage.
AURA OF THE WINDWAKER
At Tih level, subile winds safeguard your steps and quide
‘your movements, You and friendly creatsires within. 10 fect
‘of you can use your Charisina modifier instead oftheir
Strengg or Dexterity modifier whenever they make a Dex-
{erity (Acrobatics) ability check or Strength ability check to
‘run, climb, swim, ot jump.
Additionally, when you and allies within your aura make
running jump, the height and distance you cover in-
creases bya nuumber of feet equal to your Charisma modi
fier.
At 18th level, the radius of this aura increases to 30fListen To THE Wind
At 15th level you gain the ability to consult with the spirits
fof the wind, When you do so, you ean cast the find the path,
legend ore and alvination spells, without using a spell sot
(or material components, calling upon spirits of the wind to
answer your question. Charisma is your spelleasting ability
{or these spell,
Aller you cast one of these spells, vou can't use this feature
‘agaln until you finish a Jong rest,
ETERNAL Sky
Starting at 20th level. you gain the ability to harness the
speed and power of the winds to yourself to new heights of
speed and martial skill. As an action, you personify the
avatar of wind. For 1 minute, you gain the following ben
of
‘You have a flying speed of 60 feet and your movement
does not provoke attacks of opportunity
‘You are under the effects ofa freedom of movement spel.
‘You can use a bonus action each tum to choose a point
you can see. A bolt of lightning flashes down from the sky,
each creature within 5 fet of that point must make a Dex-
lerity saving throw: A creature takes 3d10 lightning damage
ona failed save, or halfas much damage on a successful
Cone. If there is no line of sight from the target to the sky, the
ability fas
‘Once you use this feature, you cannot use it again until you
finish a long rest.
CREDITS
Photoshop and Design by Wufllykins.
Homebrew by Wuflykins.
Art (In Order of Appearance) by:
Yama Orce (Character Art). Anton Fadeev (All
banner art)
Thanks to /u/the_singular_anyone of
WALROCK HOMEBREW.
Inttp:/ /walrock homebrew: blogspot.com
and /u/skybug12 for their resources and photoshop
auide,