Base Class: Paladin
Originally inspired by my desire to make a character like the nameless king boss from dark souls 3. it uses the Clerics Tempest subclass as a base and the Tenets from TheMadHatter's attempt at this same concept, though my attempt is probably a little over powered, so theirs is probably also worth a look if your interested in this subclass.
The Oath of the Tempest calls to paladins who fight for freedom above all. Sometimes called storm knights or fate knights, these Paladins believe any who oppose the natural, free order of the world must be stopped at all costs - be they tyrants who seek to impose their will, or cults that raise the dead. These paladins channel the fury of the storm as they deliver fear and justice upon their foes, while inspiring their allies with awe and admiration.
TENETS OF THE TEMPEST
The Oath of the Tempest is about protecting and fighting for freedom - the exact words of the tenets therefore vary from paladin to paladin, but generally follow the same core principles.
Natural Order of Chaos. Freedom is the natural state of the world. Those who seek to oppose it will succumb to the fury of the storm.
Always Darkest before a Storm. Fight till the end to protect what you believe in and those you care for. If you want to see the sunshine, sometimes you must weather a storm.
Follow the Wind. Don't fight fate. You can adjust your sails, but you must still let the wind guide you.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Tempest Spells
|
PALADIN LEVEL |
SPELLS |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Stormy Presence. Using your Channel Divinity as an action, you can imbue one weapon that you are holding with the power of a storm. For 1 minute, you deal an additional 1d8 Lightning or Thunder (your choice) to damage dealt with that weapon. If the weapon is not already magical, it becomes magical for the duration.
Lightning Strike. Using you Channel Divinity as an action, you present your holy symbol to the heavens and drag down a bolt of lightning that strikes a point within 30 feet. Each creature within 10 feet of that point takes 1d10 lightning damage and if they can hear, they must make a Constitution saving throw as the loud boom of thunder echoes out. If the creatures fail their saving throw, they are deafened for 1 minute.
Storms Aura
Starting at 7th level, while conscious, you and friendly creatures within 10 feet of you double their movement speed, while the movement speed of enemies is halved.
At 18th level, the range of this aura increases to 30 feet.
Static Charge
Beginning at 15th level, as a creature within 5 feet hits you with an attack, you can use your reaction to deal Lightning or Thunder damage (your choice) to the attacker. The damage equal your Paladin level.
Storm Lord
At 20th level, as an action, you can assume the power of a storm. For 1 minute:
- you gain a flying speed equal to your walking speed
- when you deal Thunder damage you can push the creature 10 feet away
- You emanate a 15 feet aura, creatures that start their turn in their or pass through as part of their turn must pass a dexterity save or take 5d6 lightning damage.
Once you use this feature, you can’t use it again until you finish a long rest.
Comments