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Knight of Vain Winds

A Knight of Vain Winds is a subtype of the Paladin class. A Knight of Vain Winds is a paladin, warrior or knight who has fallen under the sway of Evil Air. Sometimes called howling knights, air knights or stormcrows, these paladins have broken their sacred oaths to pursue greater glory and power for themselves. Unbound by the vows that held them back and guided by the beliefs of Yan-C-Bin, the Prince of Evil Air, they seek a path of great personal freedom and expression. Knights of Vain Winds put their own sake and status above that of all others. Whilst duty and honor mean little to them, they will maintain knightly appearances, for they see themselves as pinnacles of grace and valour.

Knight of Vain Winds spells

A Knight of Vain Winds paladin loses previously gained oath spells and instead gains the following Knight of Vain Winds spells at the paladin levels listed. Paladin level
  • Spells at 3rd level: Charm Person, Zephyr Strike
  • Spells at 5th level: Misty Step, Warding Wind
  • Spells at 9th level: Fly, Wind Wall
  • Spells at 13th level: Conjure Minor Elementals, Freedom of Movement
  • Spells at 17th level: Destructive Wave, Steel Wind Strike

Channel Divinity

Starting at 3rd level, you gain the following two Channel Divinity options. Control Elementals. You can use your Channel Divinity to dominate the mind of an elemental being. You target one elemental creature you can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An elemental creature whose challange rating is equal to or greater than your paladin level is immune to this effect. Beguilling Presence. You can use your Channel Divinity to exude your deceiving allure to enchant creatures in your pressence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes charmed by you for 1 minute or until it takes any damage.

Aura of Enthrallment

Starting at 7th level, you constantly emanate a captivating aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is charmed by you, it is incapacitated and its speed is reduced to 0 while in the aura. At 18th level, the range of this aura increases to 30 feet.

Glaring Rebuke

Starting at 15th level, those who dare strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated.

Deceitful Overlord

At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:
  • You are invisible.
  • If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren't incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.
  • You have advantage on attack rolls against charmed creatures.
  • Once you use this feature, you can't use it again until you finish a long rest.

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