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## Oath Of An Open Sky Sworn to the god of adventure, paladins who take up the oath of an open sky embrace the wild, uncharted charm of the world. They may seek to break the chains of oppression or delve the deepest dungeons, but what these devout followers of Advan have in common are their wild souls filled with endless drive. ### Tenets of the Open Sky A paladin who has sworn this oath pledges adventures through and through. **Embrace the Journey.** Sometimes it just isn't about the destination. Maybe the real destination was the friends you made along the way. **Know No Bounds.** Nothing should, or can, hold you back from your quest to see the world. **Seek Out Tomorrow.** Look forward to the parts of your life that have yet to come, for they might just be the best. ##### Open Sky Spells | Cleric Level | Spells | |:---:|:-----------| | 1st | *expeditious retreat, feather fall* | | 3rd | *darkvision, pass without trace* | | 5th | *blink, fly* | | 7th | *dimension door, freedom of movement* | | 9th | *dawn, legend lore* | ### Channel Divinity You gain the following two Channel Divinity options. **Endless Adventure.** As an action, you may touch a creature and coat it in a thin layer of oxygen-rich, comfortably warm air that magically replenishes itself. For the next hour, the creature can breathe comfortably regardless of environment, and is unaffected by extreme heat or cold, as described in the DMG. If the creature is already affected by these conditions, the creature has advantage on saving throws to end the condition. **Freedom of Spirit.** As an action, you may choose a creature within 60 feet of you to imbue with the divine liberty of Advan. For the next minute, the creature cannot suffer any form of disadvantage, be knocked prone, grappled or restrained. ### Aura of Passage Starting at 7th level, you exude a magical aura that smooths and protects the ground within 10 feet of you. It might manifest temporary physical changes in your surroundings; cracks in cobblestone are filled with magical energy, undergrowth parts to let you pass and gravel might pave itself to let you step across. You may activate or deactivate your aura as a bonus action on your turn. While the aura is active, the space within the aura, including your own or another creature's space, is never difficult terrain for creatures of your choice. This allows you and other creatures to leap over or dodge under another creature, effectively passing through their space without using additional movement. The range of this aura increases to 30 feet at 18th level. \columnbreak
### Divine Traveler Starting from 15th level, your deity grants you the ability to explore even faster. You learn the *jump* and *longstrider* spells, but may only cast them with a range of self. You may cast either spell without expending a spell slot using this feature, and if you do the spell lasts until it is dispelled. While you are under the effects of one of these spells, you cannot benefit from the other spell. Casting the other spell will cause the currently active spell to end. ### Atlas of Liberation At 20th level, as an action, you present your holy symbol to the skies and become blessed with divine might, transforming into a pinnacle explorer and apex adventurer. You gain the following benefits for the next hour. * You grow, manifest or conjure a set of wings that grant you a flying speed of 40 feet. * You cannot be lost by magical or nonmagical means. * Magical difficult terrain within the area of your aura are dispelled, and nonmagical difficult terrain is permanently made normal terrain. * You are immune to three conditions of the following conditions of your choice: blinded, charmed, deafened, frightened, grappled, paralysed, petrified, poisoned, prone, restrained and stunned. * You ignore the effects of any levels of exhaustion you have. > ##### Art Credits > [Cunning Castaway](https://gatherer.wizards.com/Pages/Search/Default.aspx?output=spoiler&method=visual&action=advanced&artist=+%5b%22Kieran+Yanner%22%5d "title") by Kieran Yanner