Paladin
Base Class: Paladin

Storm Paladins fight with the chaotic fervor of a hurricane, and they are about as containable as the lightning they embody. They harness the power of lightning and thunder to enact their righteous whims. 

Tenets of the Storm

  • The Hurricane: I always choose the option that will leave the most unhindered destruction in my wake. 
  • The Thunder: I am always the loudest voice in the room, and my opinion is always the most important. 
  • The Tempest: If I am to go down, I will always take my enemies with me

Channel Divinity

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

Wrath of the Storm: As a bonus action, you can use your Channel Divinity to invoke the force of the storms, infusing your weapon with lightning. For an amount of turns equal to your Charisma modifier, your weapon deals an extra 1d8 lightning damage.

Tempestuous Rage: As an action, you can use your Channel Divinity to summon the wrath of your God, putting yourself into a Berserker-like rage. For turns equal to your Charisma modifier, you have resistances to bludgeoning, piercing and slashing damage.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancients Spells
Paladin Level Spells

3rd

thunderwave, thunderous smite

5th

shatter, gust of wind

9th

lightning bolt, sleet storm

13th

ice storm, staggering smite

17th

destructive wave, insect plague

Stormbound Sentinel

Beginning at 7th level, your attunement to the Tempest domain gives you resistance to lightning and thunder damage. If you have a racial or other resistance, this instead raises your resistance to immunity.

Wrathful Tempest

Beginning at 15th level, you have a close familiarity with your element. Your Channel Divinity: Wrath of the Storm now deals 1d10 lightning damage.

In addition to this, an opponent struck by your weapon in this state must pass a Constitution saving throw equal to your Spell Save DC or be stunned for a number of turns equal to your Charisma modifier. They can retake the save at the end of each of their turns while affected. 

Thunderous Ascension

At 20th level, you can channel tempestuous energy, as granted by your God. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Lightning crackles behind your eyes and channels into your weapon, imbuing it with +1d20 thunder damage.
  • You emanate an Aura of Tempest in a 30-foot radius. The first time an enemy creature enters the area, or if it starts it’s turn there during a battle, it must pass a Dexterity saving throw against your Spell Save DC or take 5d10 thunder damage. On a successful save, the enemy takes half damage.

Once you use this feature, you cannot use it again until you finish a long rest. You can dispel these effects before the time using a bonus action.

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