Paladin of desert wind
Paladins of the desert wind swear to protect the caravans they are assigned, and hunt the bandits who prey on caravans.
Sisällysluettelo
Oath of the Desert winds
Paladins of the desert wind protect merchants and pilgrims travelling along the silk road, Although the chapterhouse mistress Chuli has plans to expand their actions to the seas, after all isn't sea a one kind of a desert and a trading ship a caravan.
Tenets of the desert wind
Paladins of the desert wind follow these tenets.
Fair trade is the lifeblood of the desert
All trading should be fair, taxes and tariffs must be paid, and traders should get an honest pay for honest work. Caravanserais should be paid, as do tribes that control the oases.
Life is precocious
Life in the desert can be harsh, so all life should be cherished. No lives should be needlessly snuffed out, unless that life has no respect for the lives of others.
Justice is swift
As honest lives are difficult, there is no need for miscreants that seek to exploit others.
Subclass features
Oath spells
- Level 3:Find familiar, Healing word
- Level 5:Dust devil (XGE), Pass without a trace
- Level 9: Clairvoyance, Tongues
- Level 13: Illusionary terrain, Leomund's secret chest,
- Level 17:Scrying, Stone wall
Desert hawk familiar
Find familiar spell always summons a desert hawk, or other bird of prey. You may, as a bonus action, use your smite against any creature that the familiar hits.
Channel divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.You regain the use of your channel divinity on short and long rest.
Nourishment from the wind
Use this while you are within sight of the caravan you have sworn to protect. For the next 24 hours you do not require food or water.
Arrow of justice
As a bonus action you can imbue your bow with a righteous fury. This allows you to use your smite with a ranged weapon attack.
Aura of honest trade
On seventh level you extrude an aura that compels all creatures within 10 feet of you to make their deals honestly (making honest profit is honest). If they try to be dishonest, they must make a charisma saving throw against your spell saving DC or take 2d10 psychic damage.
On 18th level the radius of this aura increases to 30 feet.
Ride like the wind
On 15th level and onwards your summoned steed movement speed is doubled. In addition, once per week, you can summon up to eight additional steeds when you cast find steed or find greater steed. They also have their speed doubled.
Avatar of desert justice
On a 20th level you can use one action to take the form of an avatar of desert justice. You use an action to invoke the name of a creature that has broken the sacred rules of the desert. If the creature is in the same plane of existence as you, you will know the direction and approximate distance to them, unless they have shielded themselves from scrying. Until this creature is dead you, and up to eight creatures and possibly their mounts, gain following benefits:
- Flying speed 60 feet / 24 meters
- No need to eat, drink or rest.
In addition you gain the following benefits:
- Extra 2d8 radiant damage against the target.