Oath of the Skykeeper (5e Subclass)

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Oath of the Skykeeper[edit]

Paladin Sacred Oath


The Oath of the Skykeeper was created by aarakocra as a sacred oath for thier most devout priests to take. This Oath binds a creature to serve the elemental plane of air, guarding it against invasions from the material plane. They learn defensive combat and spellcasting to supplement it.

Tenents of the Oath of the Skykeeper[edit]

Duty.

A Skykeeper must never forget thier duty to their oath.

Vigilance.

As the first line of defense, a Skykeeper must always be ready.

Initiative.

Skykeepers have no leaders, they each must have instincts like no other warrior.

Loyalty.

A true Skykeeper stands with their allies until the last.

Oath Spells[edit]

3rd-level: Thunderwave, Thunderous Smite

5th-level: Enhance Ability, Flame Blade

9th-level: Call Lightning, Lightning Bolt

13th-level: Zantetsuken, Guardian of Faith

17th-level: Flame Strike, Wall of Force

Channel Divinity[edit]

Retribute.

As a reaction when a creature within 30 feet of you damages you, you can force them to make a Dexterity saving throw or take 3d8 Lightning damage, with half as much damage inflicted on a successful save.

Steadfast Defense.

As a bonus action, you can grant yourself temporary Hit points equal to 10 plus your Paladin level plus your Charisma modifier.

Aura of Guardianship[edit]

Beginning at 7th level, creatures of your choice within 10 feet of you gain a +2 bonus to AC. At 18th level, the range of this aura increases to 30 feet.

Guardian's Shield[edit]

Beginning at 15th level, allies within your Aura of Guardianship gain a +4 bonus to AC instead of a +2 bonus.

Elite Skykeeper[edit]

Beginning at 20th level, you can enter a state of magical radiance as an action. This lasts for 1 minute, and while it is active you gain the following benefits:

  • Your Aura's range doubles.
  • You and friendly creatures within your aura gain temporary hit points equal to your Charisma score at the start of each of your turns.
  • Also, when you activate it, you regain use of your Channel Divinity if you did not already have it.
  • Your Aura provides a -4 penalty to saving throws made by hostile creatures in the aura's range.
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