PDA

View Full Version : 5e-Oath of Pneuma-PEACH



RustyDemiGod
2023-07-08, 03:14 AM
Oath of Pneuma

The nomad’s path is an honorable path. Paladins that undertake this oath chase the wind and embrace freedom for themselves while winning freedoms for those less fortunate than themselves.

-Freedom: The wind will not be caged. Suffer no master over yourself or your fellows.

-Adventure: The wind may be still but never stopped completely. The path is long and your journey never ends.

-Balance: There is a time to be still, and a time for storms. There is a time to be as gentle as a breeze, and a time to be a hurricane.

Oath of Pneuma Spells
3rd Feather Fall, Fog Cloud
5th Warding Wind, Gust of Wind
9th Fly, Wind Wall
13th Freedom of Movement, Summon Elemental*
17th Control Winds, Conjure Elemental**
*Only summons air elementals.
**Only conjures air elementals.

-Channel Divinity: When you take this oath at 3rd level, you gain the following two channel divinity options:
-Turn The Elements: You can use your Channel Divinity to lace your words with power that inspires primordial fear in elementals. As an action, you present your holy symbol, and each elemental within 30ft of you that can hear you must make a Wisdom saving throw. On a failed save, the elemental is turned for 1 minute or until it takes damage.
A turned elemental must spend it’s turn trying to move as far away from you as it can, and it can not willingly move into a space within 30ft of you. It also can not take reactions. For it’s action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
If the elementals true form is concealed by an illusion, shape shifting, or other effect, that form is revealed while it is turned.

-Steel Wind: As a bonus action, you call a bitter wind to sheathe your weapon, using your Channel Divinity. For one minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also gains a range of 40ft as razor sharp blasts of air extend from your weapon strikes. These attacks can be used to make attacks of opportunity, but only within the range specified by the weapons unaltered reach.
If your weapon is not already magical it counts as magical for the duration of this effect.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

-Crosswind Aura: Starting at 7th level, you are constantly cloaked in shifting winds. Any ranged attack against you, or any ally within 10ft, is made at disadvantage.
At 18th level, the range of this aura increases to 30ft.

-Might of the North Wind: At 15th level, your strikes are lent strength by the winds around you. Whenever you hit an adjacent enemy with a melee attack they take additional damage equal to your Charisma modifier. You may also force the target to succeed on a strength saving throw or be pushed 10ft away from you. Targets greater than large size make their Strength saving throw with advantage.

-Storm Bringer: At 20th level, you pull in the power of the winds around you and become a font of primal power. As an action, you become the avatar of the storm gaining the following benefits for 1 minute:
-Your movement speed is doubled.
-Your movements do not provoke attacks of opportunity.
-Your melee attacks deal an additional 2d10 + your Charisma modifier of Thunder damage.

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

RustyDemiGod
2023-07-08, 08:47 PM
-Steel Wind: As a bonus action, you call a bitter wind to sheathe your weapon, using your Channel Divinity. For one minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also gains a range of 40ft as razor sharp blasts of air extend from your weapon strikes. These attacks can be used to be attacks of opportunity, but only within the range specified by the weapons unaltered reach.
If your weapon is not already magical it counts as magical for the duration of this effect.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.




I made an alteration to clear up any confusion regarding attacks of opportunity and made it a bonus action so that it could be utilized on the same round it’s activated.