Oath of the Dragoon

by Ghosthack9

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Oath of the Dragoon

Oath of the Dragoon

Paladins of the Oath of the Dragoon are eager to be the spear point of righteousness. They are quick to the defense of their allies and unwilling to succumb to the doldrums of life. As such, Dragoons are usually a buoyant, high spirited bunch. They see themselves as vanguards of their causes— the first to aid the burdened and grant guidance to the unsure.

Infused by the mutable power of primordial air, paladins of this oath move as if unbound by gravity to strike with the ferocity of a typhoon.

Vanguard of the four winds. A true commander leads from the front, and a shield protects what lies behind it. To change the world you must be first into the fray.

Breeze that rustles the leaves. Like the wind, it is more important to have one’s actions felt, than seen. Seek the change you want in the world, not the glory of recognition.

Winds of change. Like the wind at their backs and filling their sails, be the guidance and good council that propels your allies to greatness.

Oath Spells
Paladin Level Spells
3rd Divine Favor, Jump
5th Misty Step, Pass without Trace
9th Fly, Wind Wall
13th Find Greater Steed, Freedom of Movement
17th Control Winds, Steel Wind Strike

Channel Divinity

Starting at 3rd level, you gain the following two Channel Divinity options:

Jet Stream. As a bonus action, you can use your Channel Divinity to move with the swiftness of the first winds. Until the end of your next turn, you gain the following benefits:

  • Your base movement speed becomes 90 feet
  • Your jump distance is tripled
  • You automatically succeed on Dexterity saving throws.
  • You gain a bonus to your AC equal to your proficiency bonus.

Sky Walk. You can use your Channel Divinity to stride through the sky on shimmering platforms of primordial air. As an action you present your holy symbol and whisper to the divine winds for aid. For the next 10 minutes your movement speed increases by 10 feet, your AC increases by +2, and you can treat up to half of your walking speed as flying. Moving in this way does not provoke attacks of opportunity. This feature repeats if you take the Dash action.

If you are still aloft when you run out of movement or end your turn, you fall but are only knocked prone if you take damage.

Mistral Aura

Starting at 7th level, you are surrounded by an agile aura of primordial air. You and friendly creatures within 10 feet of you gain advantage to Dexterity saving throws and ability checks and can Dash as a bonus action. In addition, any falling damage incurred is reduced by 5 times your paladin level.

At 18th level, the range of this aura increases to 30 feet.

Whipcrack

At 15th level, Your speed, powered by the four winds, shatters the air in your wake. Each time you leave a hostile creature's reach they take 2d8 thunder damage.

A creature can take this damage only once per turn.

Downburst Aegis

At 20th level, as a bonus action you can become the embodiment of the first winds. You gain the following benefits for 1 minute:

  • Your reach increases by 5 feet and your movement speed is doubled.
  • Arrows, bolts, and other similar projectiles launched at you are deflected upward and automatically miss.
  • Melee attack rolls against you have disadvantage.
  • You can take an additional action on each of your turns that can be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Once you use this feature, you can’t use it again until you finish a long rest.


  • Interior Artist: Tomasz Chistowski