Paladin
Base Class: Paladin

The Oath of the Storm King requires that paladins swear fealty to the King of the Storm and they must forego the traditional sense of rightful justice. Oath of the Storm King paladins are known for their swift and brutal ways of doling out punishment, appointing themselves as judge, jury and executioner. They wield the forces of the storm to carry out what they consider true justice and proper punishment in the name of the Storm King. They are often referred to as stormbringers or judgement knights. Paladins who swear this oath are bound by no location or organization. They roam free to the edges of existence to carry out trials, often by combat, to those that would dare harm the innocent or threaten the throne of their King. 

Tenets of the Storm King:

Dutiful Responsibility -
 As soon as you swear this Oath you immediately take up a mantle of duty and responsibility. The Storm King acknowledges you into his order, and expects you to maintain a standard of fairness in judgement and punishment against his enemies and yours.

Absolute Fealty - You swear your life to the service of the Storm King. His word becomes absolute, and if he tells you to die for him, you will. Every action and decision you make must be in the name of the Storm King and must never tarnish his name or that of your fellow stormbringers. Though you may protect the innocent, the Storm King and his word are always your first priority. 

Proper Judgement - Any trial you carry out against your enemies, or those of the Storm King must be made in fair and proper judgement. You have a firm belief in true justice and that cannot be carried out should your judgement be influenced by bias, emotion, or corruption. 

True Justice - Any proper judgements you make are followed by what is considered the most import tenet of all: True Justice. This is considered the ultimate form of honor that you can make in the name of the Storm King. Though you bestow any punishment you wish upon those who are tried, excessive or unjust forms of punishment tarnish the Storm King's name and will result in you being exiled. 

Channel Divinity

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

The King's Presence.  For 1 minute, you exude the overwhelming presence of the Storm King. You have advantage on intimidation checks. Additionally, any deception checks directed towards you are made with disadvantage. 

Lightning Reflex. When a creature makes an attack against you or an ally within 10 feet of you, you can use your reaction to impose disadvantage on the attack. On your next turn, you gain an extra 15 feet of movement. 

Oath Spells

As you level up, the Storm King bestows extra power upon you to assist with carrying out your trials. You learn the following spells at the paladin levels listed in the Oath of the Storm King Spells table.

Oath of the Storm King Spells
PALADIN LEVEL SPELLS

3rd

Thunderwave, Zephyr Strike

5th

Shatter, Blur

9th

Thunder Step, Fly

13th

Death Ward, Storm Sphere

17th

Control Winds, Destructive Wave

Aura of the Storm

Starting at 7th level, you project a windy aura that throws your enemies off balance. While conscious, all opportunity attacks made against you and friendly creatures within 10 feet of you are made with disadvantage. This effect does not extend through full cover.

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

Sentinel of the Storm

Beginning at 15th level, you gain resistance to lightning and thunder damage. Additionally, you can imbue one melee attack you make with Storm Power. 

Storm Power - You can use your bonus action to add an effect when you hit a creature up to 1 + your Charisma modifier times (minimum of 1). Expended charges are refreshed upon taking a long rest. 

Lightning - If the target is wearing metal armor, add 1d8 to the damage roll and the target cannot make a reaction until the end of its next turn.

Thunder - The target must make a Constitution saving throw. If it fails, the target is deafened until the end of its next turn and gets pushed back 10 feet. 

The Storm King's Chosen

At 20th level, the Storm King acknowledges you as one of his most elite and loyal disciples. As a reward, he has granted you a small portion of his power. You can use your action to channel the Call of the Storm King. 

Call of the Storm King
You call upon the power given to you from your King and your eyes, heart and veins glow blue as lightning begins flowing through your body. An aura of lightning is generated around you striking all your enemies  and your steps are now burned in to the ground as you move.

For 1 minute, a
ny creature you choose within 5 feet of you must make a Dexterity saving throw equal to your spell save DC. Upon a failed save, the creature takes 4d6 lightning damage. Upon a successful save, the damage is halved. For every melee attack you make you can add 1d8 lightning damage to the damage roll. If the target is wearing metal armor, add 2d8 instead. You can fly with a movement speed of up to 60 feet. You have also been granted the spell Storm of Vengeance.  You can cast this spell 1 time while Call of the Storm King is active.

When starting Call of the Storm King, you can choose to immediately use Storm of Vengeance.

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

Previous Versions

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