Base Class: Paladin
Oath of Storm Paladins are followers of Silvanus, making it their sacred duty to devote their lives to maintain the intricate balance of life cycles of living things and to see things in long terms so that their actions can have lasting positive consequences into the coming years. By focusing on upcoming years, Oath of Storm Paladins seek to maintain a firm foothold on the balance and to not worsen it by careless or reckless actions. It is for this reason that Storm Paladins have a difficult time looking past acts of Necromancy, as it is seen as an abomination and a drop of taint on the fragile life cycle that requires attention at all times.
All is in cycle, deftly and beautifully balanced. It is the duty of the devout to see this cycle and the sacred Balance as clearly as possible. Seek out those who defile it, and let it be known that their deeds will not be forgiven.
Watch, anticipate, and quietly manipulate. Resort to violence and open confrontation only when pressured by time or hostile action. Kill only when needful, and remember that often times eloquent words can be just as powerful of a tool to achieve your goals as a drawn sword.
Protect and nurture. Destroy fire and its employers, and beware of those who bring axes to the woods. Fight against the felling of forests, banish disease wherever you find it, defend the trees, and plant new flora wherever possible.
Seek out, serve, and befriend. Your goal is never ending, and extra hands are always needed. It is your duty to befriend dryads and learn their names, as well as any kind soul that may join the endeavor to protect the balance. Make others see the Balance and work against those that would disturb it.
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinities.
Storm Weapon. As an action, you can imbue one weapon that you are holding with thunderous energy, using your Channel Divinity. For 1 minute, you add half your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1), and deal additional 1d4 lightning or thunder damage (your choice upon activation) on hit. If the weapon is not already magical, it becomes magical for the duration.
From level 11, this channel divinity can be done using a bonus action instead.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Storm Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Acolyte of Silvanus
As a devout acolyte of Silvanus, you learn to speak its tongue, Primordial, and also gain proficiency in Woodcarving Tools for its sacred rituals.
Aura of Crashing
Starting at 7th level, you and friendly creatures within 10 feet of are resistant to lightning and thunder damage. Also, with the exception of creatures you designate to be unaffected, creatures within 10 ft take lightning damage equal to your proficiency bonus at the beginning of their turn. This aura is effective while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Spiteful Squall
From level 15, you gain the following ability: Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Strength saving throw. On a failed save, the attacker takes 2d8 magical bludgeoning damage, and is pushed 15 ft away from the creature it just attacked, and is knocked prone. On a successful save, it takes half as much damage and does not suffer forced movement.
Eye of the Storm
At 20th level, as an action, you create a whirling storm around you, causing heavily obscured area in a 15 ft. radius, and dim light for 15 ft. beyond that for 1 minute. The whole 30ft radius is treated as difficult terrain for anybody except for those you designate to be unaffected. Whenever an enemy creature starts its turn in the heavily obscured area, the creature takes 5 bludgeoning and 5 thunder damage. You can see through both the heavily obscured and dim light created by this effect as if regular bright light. You also gain 60 ft flying speed.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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11/28/2021 8:16:53 PM
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