Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don't consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.
Oath of The Sand
Those who swear the Oath of the Sand are inured to a life of surviving the ever shifting dunes. Paladins who swear this oath are often called Dune Knights or Sand Shifters. Due to their evasive nature, little is known about how their order functions, though some prominent members have become esteemed Pharaohs. Many of the gods associated with this Oath are a part of the Egyptian pantheon, such as Anubis, Osiris, Horus, or Seth, although these are certainly not the only deities recognized. Paladins who take up this oath can be quick and agile, striking with the ferocity of a sandstorm, or they can be like the pyramids; a strong bastion that withstands the test of time.
Tenets of the Sand
The survival of these Paladins depends on some of the core principles they adhere to.
Evershifting. The desert does not get its deadly reputation by being predictable, and neither will you. Variety is the spice of life.
Unrelenting. A storm continues its assault until it has run its course. Do not let outside circumstances distract you from your goal. Failure is a chance to try again
Adaptable There is a time to talk, and there is a time to fight. You must know which is which.
You gain oath spells at the paladin levels listed.
|3rd||Silent Image, Hex|
|5th||Blur, Phantasmal Force|
|9th||Blinding Smite, Wall of Sand|
|13th||Hallucinatory Terrain, Sickening Radiance|
|17th||Insect Plague, Wall of Stone|
When you take this oath at 3rd level you gain the following two Channel Divinity options.
Sandstorm. As an action, you exude up a whirling sandstorm around you. Creatures of your choice within 30 feet of you must make a Constitution saving throw against your spell save DC or take half your paladin level + charisma modifier in magical piercing damage and become blinded for the next minute. On a success, the target takes half damage and is not blinded. Creatures can repeat this saving throw at the end of their turn.
Scarab Armaments. As an action, you invoke the power of the dunes to aid you in combat. For the next hour, you may use a bonus action on your turn to conjure up to two weapons that take the form of your choice. You can replace one of these weapons with a shield. Additionally, once per turn, you may add your charisma modifier to the damage roll of an attack you make with these weapons. The weapons are also considered magical for the purpose of overcoming nonmagical damage resistance. If these weapons leave your grip, they disintegrate into sand particles (though not before completing the attack, if they were thrown).
Pillars of the Sphinx
Starting at 7th level, you can shape the sands to your will. As a bonus action, at a point within 15 feet, you can raise a pillar of sandstone. This pillar is 5 ft wide and 10 ft high, has hitpoints equal to twice your paladin level, an AC equal to 10 + your proficiency bonus, and lasts up to 10 minutes, or until you dismiss it as a bonus action. This pillar provides 3/4 cover to anyone standing behind it. If a creature would be lifted up by this pillar, they may choose to make a Dexterity saving throw to avoid it and move to a space 5 feet in any direction. If a creature would be crushed between a pillar and a surface, they take 2d6 bludgeoning damage and fall to the ground in a space next to the pillar. You may use this feature a number of times equal to your charisma modifier per short rest.
At 18th level, the range at which you can summon pillars increases to 30 feet
One With the Dunes
At 15th level, you have acclimated to the barren wastes
you call home. You become resistant to fire damage, you
are immune to the effects of extreme heat, and you have
advantage on skill checks and saving throws against
By 20th level, you have fully embraced the desert and can call upon its fearsome power. As an action, you undergo a transformation that lasts for 1 minute. While in this form, you gain the following benefits:
You gain immunity to bludgeoning,
piercing, or slashing damage
You gain a flying (hover) speed
equal to twice your walking
You may use your
Pillars of the Sphinx
amount of times
Your weapon attacks deal
2d8 additional necrotic damage
Once you use this feature, you
can't use it again until you complete
a long rest.