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View Full Version : D&D 5e/Next Paladin Archetype: Oath of the Anemoi



Samhaim
2015-04-02, 05:27 AM
Since work on my previous homebrew is almost done. I will now propose the next one for input and suggestions. I have much less confidence in this one, but it came out on it's own while working on a whole different concept. Hope you will like it and, if you do not, help me change it will keeping it true to its style (like it was brilliantly done for the Oath of Supremacy :smallwink: ).

Oath of the Anemoi

The Oath of the Anemoi stems from a long tradition of heroism, humility and wanderlust. Called by a few blue knights, squall knights, or sky knights the souls who swear this oath pledge themselves to the ideals of bravery, freedom and bold adventuring as few others would be able to. While other oaths may bring a paladin to join a formal knightly order, perhaps in the service of some regent, the squall knights act independently, moving from place to place while looking for opportunities to distinguish themselves through their deeds and never forgetting about the masses that will benefit from their deeds. The living conditions as wanderers tends to give them a tough and rugged look, with dirt and grime often making them hard to distinguish from well armed bandits. For this reason, they often adopts the tradition of wearing at least one piece of blue coloured clothing somewhere visible on their bodies.

Tenets of the Anemoi
The tenets of the Oaths of the Anemoi are few and very simple, with little to no variation from the tradition, even with the lack of a formal structure. It is said that these four tenets were laid down by a now forgotten divinity of good that exercised influence over the winds to guide her knights.
Bravery. Thou shalt not shy from the chance for glory, but never at the expense of others.

Fortitude. Thou shalt not recoil from thine enemy and will face danger and endure pain with a steadfast and unbroken spirit.

Generosity. Thou shalt be generous by parting from what can not aid you in your quest and can benefit those in need.

Freedom. Thou shalt not deny others their independence by your free will or abide unjustified denial of their self-determination without right and just cause.

Faith. Thou shalt believe and always try to be a friend to the winds, for as long as you do so, the winds will be your most trusted allies.

Oath of the Anemoi Spells
Paladin Level Spells
3rd fog cloud, jump
5th gust of wind, see invisibility
9th haste, wind wall
13th fly, freedom of movement
17th cloudkill, control winds

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Notos's Blessing.*As a bonus action you can imbue one weapon you are be wielding with a subtle blessing. The weapon is wrapped in with veil of divine controlled winds, blurring it out to everyone's eyes but yours, granting you advantage to attack rolls and extending your reach with the weapon by 5 feet. This effect lasts for a number of rounds equal to your Charisma modifier (with a minimum number of rounds equal to 1).
Eurus' Respite.* You can use your Channel Divinity to invoke divine powers a grant a measure of reprieve to those who need it. As an action, you can infuse you and all allies in a 20 foot radius around you with a blessing of vigour. Every target of this ability can ignore all levels of exhaustion for a number of rounds equal to your Charisma modifier (with a minimum number of rounds equal to 1). While under the effect of this ability, all targets are outlined by a faint bluish hue, making them slightly luminescent.

Aura of Boreas
Starting at 7th level, your divine power protects you and friendly creatures against attacks coming from afar by invoking a barrier of gentle winds around you at all times, that will violently rush to the defence. You and friendly creatures within 10 feet of you reduce all damage taken from ranged attacks, originating outside the aura, by an amount equal to your Charisma modifier. At 18th level, the range of this aura increases to 20 feet.

Soul of Zephyrus
Beginning at 15th the winds bless you with preternatural alacrity, granting you proficiency with Dexterity saving throws, increasing your movement speed by 10 feet and a bonus to your initiative rolls of +2.

Thyella's Blade
At 20th level, you finally master how to channel the truly awesome potency of the Anemoi. Such powers won't allow to be constrained for long, allowing only for the briefest burst power in the shape of a lofty blade made of wind. As an action, while your hands are free and you are not holding anything, you may perform a melee attack inflicting 10d10 slashing damage and is to be considered inflicted by a magic weapon. You may target up to ten creatures within your line of sight,but the damage is halved for each additional target beyond the first. Once this feature has been used, it can't be used again until after the paladin finishes a long rest.


Control Winds
5th-level transmutation
Casting Time: 1 action
Range: 300 feet
Components: V, S
Duration: Concentration, up to 1 hour
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later
turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.
Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.