Project Update: Take the Oath of the Aeronaut (A Paladin Subclass)
Heya Folks!
Chris Lindsay here to SMITE you with an exciting new subclass. Funny thing about the Oath of the Aeronaut was that I came up with this name without thinking about the actual design. However, when Greg Marks came to me and said... "I have this idea... it's inspired by the Firefly series." I was like... "Say no more... go forth and design what I'm sure will be awesome..." and the rest is history.
Oath of the Aeronaut (Paladin)
Paladins of the Oath of the Aeronaut swear an oath to protect the freedom of the open sky. By upholding the tenets of their oath, these paladins fight against tyranny and any power that would cage those who fly free. Soaring warriors against oppression, they are constantly on the move, acting as liberators for all who are chained.
Tenets of the Aeronaut
Though the exact words and strictures of the Oath of the Aeronaut vary, paladins of this oath share these tenets.
- Safe Skies. Anyone traveling the sky-lanes or common trade routes deserve to do so safely and without fear. Individuals have the right to travel without excessive laws, controls, or taxes.
- The Sky is for All. The sky has no borders. Individuals deserve to be free, especially in the sky. Do not judge others by their kingdom, race, or whether they were born with wings or ride a flying mount. Everyone deserves to soar.
- Offer a Hand, Not a Chain. Empower others to rebel against oppression. It is your duty to oppose authoritarian governments and violent criminals who rule by fear. Offer aid and guidance, but never a new set of chains.
- Keep the Wind at Your Back. Never become stagnant. You must move forward to be the change the world needs. Seek out injustice and keep pushing for a better world. Resting on your laurels or accepting the status quo is to let tyranny take root.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath Spells
Paladin Level Spells
3rd Concussive Burst*, Feather Fall
5th Pack Animal*, Wind Lance*
9th Fly, Heart of the Griffon*
13th Freedom of Movement, Sirocco*
19th Passwall, Wings of the Pegasus*
3rd Concussive Burst*, Feather Fall
5th Pack Animal*, Wind Lance*
9th Fly, Heart of the Griffon*
13th Freedom of Movement, Sirocco*
19th Passwall, Wings of the Pegasus*
*New spells presented in the Dragon Rider's Primer.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Free Skies. As an action, you present your holy symbol and issue a divine decree of liberation. Each creature of your choice within 30 feet of you that has the Grappled, Restrained, or Frightened condition has that condition end immediately. If a target is falling, flying, or hovering, they gain a bonus equal to your Charisma modifier (minimum +1) to the next Saving Throw made before the end of your next turn.
Push the Tyrant from the Sky. As an action, you can use Channel Divinity to imbue one weapon you are holding with the power of the rushing wind. For 1 minute, when you hit a creature with this weapon, you can push that creature up to 5 feet times your Proficiency Bonus. This movement can be in any direction, including downward, and does not provoke opportunity attacks.
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.
Aura of Safe Skies
By 7th level, you and friendly creatures that begin falling while within 10 feet of you have resistance to bludgeoning damage caused by falling until the end of their turn. Additionally, when an affected creature begins falling while within your aura, its rate of descent slows to 30 feet per round. At 18th level, the range of this aura increases to 30 feet.
Break the Chain
Starting at 15th level, when an ally you can see within 60 feet of you fails a Saving Throw against the Charmed, Frightened, Paralyzed, or Stunned condition, you can use your Reaction to allow that ally to reroll the Saving Throw, adding your Charisma modifier to the new roll.
Once you use this feature, you can’t use it again until you finish a long rest.
Lord of the Sky
At 20th level, you can assume the form of swirling winds. If you are mounted when you transform, you can share the affects with your mount.
Using your action, you undergo a transformation. For 1 minute, you (and your mount if you are mounted) gain the following benefits:
- You gain a flying speed of 60 feet and the ability to Hover. Your body becomes translucent and wreathed in swirling winds, causing all Ranged Attacks against you to have Disadvantage.
- You are immune to being moved against your will.
- As a Bonus Action, you can create a line of powerful wind 100 feet long and 10 feet wide originating from you. Each creature in the line must make a Strength Saving Throw against your spell save DC or be pushed 30 feet away from you. On successive turns, as a Bonus Action, you can reorient the line.
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