Paladin
Base Class: Paladin

Tenets of the Storm

The chaotic nature of the Storm makes some question the necessity or legitimacy of these tenets, but nevertheless these are the words that have been passed down for countless generations by warriors who have lived and died by them.

Gale. It is not your place to remain in one area for long. There are many battles to be won on the next horizon.

Thunder. Be the voice for the voiceless. Speak for the downtrodden and the oppressed. Be the fury to those who would subjugate the innocent.

Lightning. Life is short and fleeting. When in doubt, know that now is the time to leave your mark on to world.

Downpour. Be a cleansing and restorative force, ensure that the world you live in today will be a better place tomorrow, and all days to come.

Channel Divinity

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

Eye of the Storm. Your oath gives you the ability to temper the power of storms. As an action, you present your holy symbol and speak words of warding. Any natural storm does not affect the area around you in a 10 foot radius for one hour. Magical storms cannot be affected with this Channel Divinity. The radius expands to 30 feet when you reach 18th level.

Thunderous Rebuff. When you take damage from a creature within 5 feet of you, you can use your reaction to halve the damage. Condensed sound erupts out from your body, and the creature who damaged you must make a Constitution saving throw. A creature takes thunder damage equal to 2d8 + your paladin level on a failed save, or half as much damage on a successful one.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Vengeance Spells
Paladin Level Spells

3rd

fog cloud, thunderwave

5th

gust of wind, misty step

9th

call lightning, wind wall

13th

ice storm, control water

17th

cone of cold, conjure elemental

Lightning Strikes

When you take this oath at 3rd level, you can choose to convert any radiant damage you deal into lightning damage.

Aura of the Storm

By 7th level, you and friendly creatures within 10 feet of you gain resistance to lightning and thunder damage. In addition, as a bonus action, you can cause a strong wind to whirl around you until you dismiss it as another bonus action, causing the following effects:

  • Unprotected flames, torch-sized or smaller, are extinguished.
  • The area counts as difficult terrain. You can choose any number of creatures to be immune to this effect.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.

At 18th level, the radius of this aura extends to 30 feet.

Improved Aura of the Storm

Starting at 15th level, whenever a hostile creature within your aura makes an attack against you and you are not incapacitated, it takes lightning damage equal to your Charisma modifier.

Avatar of the Tempest

At 20th level, as an action, you can mantle the powers of a tempest deity. For 1 minute, your body crackles with thunder and lightning, and your eyes glow blue, revealing the raging storm within. You gain the following benefits:

  • You are immune to lightning and thunder damage.
  • You have a fly speed of 60 feet. If you move 20 feet or more straight toward a creature right before hitting it with a melee attack, the attack deals an extra 1d10 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a STR saving throw (DC {{savedc:str}}) or be pushed 10 feet away from you and knocked prone.
  • Lightning and thunder damage you deal bypasses resistance, and immunity only halves the damage. Creatures cannot benefit from the Lightning Absorption trait from damage you deal.

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

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