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Oath of the Gale

The oath of the gale is an oath binding paladins to ideals involving the freedom and care of the air,
embracing both the gentle touch of the breeze, and the fierce whipping winds of a tornado.
Commonly called wind wanderers, or knights of the air, paladins who swear this oath often seek to
spread freedom to those who need it most, overthrowing evil tyrants and freeing falsely
imprisoned people.

Oath Spells
3rd level: Shield, Zephyr Strike

5th level: Gust of Wind, Misty Step

9th level: Thunder Step, Wind Wall

13th level: Freedom of Movement, Storm Sphere

17th level: Control Winds, Steel Wind Strike

Channel Divinities
Wield the Gale. As a Bonus Action, you imbue yourself and weapon with the essence of wind,
using your Channel Divinity.

For a minute the weapon you are holding becomes wreathed in fast winds. This weapon now deals
2d8 force damage in place of its regular damage dice and for the duration the first attack roll made
with this weapon is made with advantage.

Eye of the Storm. As an Action storming winds swirl around you to a distance of 5 feet

For a minute when a creature enters the area for the first time on a turn or starts its turn there it
takes force damage equal to half your paladin level, rounded up (minimum of one).

Aura of Gusts
Starting at 7th level, you exude an aura of violent winds when threatened.

The area within 10 feet of you is considered difficult terrain for your enemies. Additionally,
projectiles have disadvantage against you and up to six willing creatures within range.

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

Protective winds
Your speed increases by 10 feet and when a creature you can see attacks a target that is within 10
feet of you, you can use your reaction to impose disadvantage on the attack roll.

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


The living tempest
At 20th level, as an action, you embody the fury of a raging storm. For 1 hour:

You gain a fly speed of 60 feet.

When a creature enters an area of 30 feet around you for the first time on a turn or starts its turn
there it takes force damage equal to your charisma modifier.

You may activate Wield the Gale as a Bonus Action at will. Additionally, when you hit an enemy
with your weapon granted by Wield the Gale, you may have up to two creatures within 15 feet of
the original target make a Dexterity saving throw. On a failure, they take 2d8 Force damage and
half as much on a success as a gust of wind leaps to it.

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

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