Paladin: Oath of the Air Strider

Expert marksmen, those that follow the Oath of the Air Strider take to the skies to serve their order, deity, or personal code from a distance. Air Striders travel across the land and sky seeking to free slaves, help the less fortunate and protect nature. Oftentimes recruited as foresters or watchmen, paladins who follow this oath find themselves at home amongst wide open spaces and long sight lines.

Tenets of the Air Strider

The tenets of the Oath of the Air Strider vary by paladin, and who or what they are serving, but many of their tenets center around the virtues of freedom. Paladins who follow these tenets may travel across the land seeking out injustices against freedom, or choose simply to defend a region of land and the people who call it home from oppression. Air striders tend to lean towards chaotic and good alignments though there are those that may fall towards lawful and or evil alignments depending on their methods of protecting of creating freedom.

Free as the Wind

Life should reflect the wind. Live unbound and strive to help others live freely as well.

Straight as an Arrow

Be precise in your actions, in battle and in life. Do not circumvent your duties, or cause needless pain to your adversary when a swift end is possible.

Time Flows like the Wind

Be patient in your actions, given enough time even a slight breeze will erode a mountain.

Breathe life.

Remember, nature creates the air that all life needs and shares. Protect it when you can as it protects you.

Oath Spells

Level spell 3rd feather fall, fog cloud 5th gust of wind, misty step 9th fly, wind wall 13th freedom of movement, storm sphere 17th control winds, swift quiver

Divine Marksman

Starting at 3rd level, your training as a marksman has granted you the ability to channel your divine might through projectiles before you release them. You can use your Divine Smite feature, and spells, with ranged weapon attack made with a bow or a thrown melee weapon. To do so you must declare that you are using the feature, or spell, and at what level, before you roll to hit. The spell slot is expended whether you hit or miss.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Bow of the Air Strider

As a bonus action, you create a longbow out of divine magic that persists for 1 hour or until you take a short or long rest. Attacks made with this longbow deal 1d8 radiant damage, don’t require ammunition, and once per turn you can force a creature, of size large or smaller, to be pushed back 10 feet by a surge of wind when hit with your Bow of the Air Strider.

Wind Beneath Your Feet

As an action, choose a number of creatures that you can see, up to your Charisma modifier. Each gains a flying speed equal to its walking speed until the end of its next turn. If a creature affected this way ends its turn aloft, it safely descends to the ground.









































































Art by: 温柔 一刀