Paladin
Base Class: Paladin

Fury of the Storm: A paladin who swears the Oath of Thunder embraces the power of storms and channels the fury of thunder to smite their enemies. They recognize the destructive force of thunder as a divine expression of justice.

Protector of the Skies: Thunder paladins are guardians of the heavens, sworn to protect the innocent from threats that descend from above. They strive to maintain the balance in the celestial realm.

Vengeance Against the Fallen: Those who betray the heavens or disrupt the natural order of storms draw the ire of thunder paladins. Oathbreakers and those who defy divine justice become the primary targets of their wrath.

Oath of Resonance: Thunder paladins swear an oath to the very essence of sound and resonance. They seek to attune themselves with the harmonies of the cosmos, mastering the divine rhythms of battle and protection.

Channel Divinity

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

Thunderous Rebuke: As a reaction, you can rebuke attackers with the power of thunder. When you take damage from a creature within 30 feet of you, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes thunder damage equal to half the damage you took, and it is pushed 10 feet away from you.

Resonant Ward: As an action, you can surround yourself with an aura of divine resonance. For 1 minute, you and friendly creatures within 10 feet of you gain resistance to thunder damage, and their melee weapon attacks deal an additional 1d6 thunder damage.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancients Spells
Paladin Level Spells

3rd

[Tooltip Not Found], Command

5th

Shatter, [Tooltip Not Found]

9th

Lightning Bolt, [Tooltip Not Found]

13th

Storm Sphere, [Tooltip Not Found]

17th

[Tooltip Not Found], Destructive Wave

Aura of Thunder

Starting at 7th level, you and friendly creatures within 10 feet of you gain advantage on saving throws against being frightened, and enemies within 10 feet of you have disadvantage on saving throws against your Channel Divinity options.

Storm lord's Resonance

15th-level you've mastered the essence of storms, gaining the ability to channel their raw power. As an action, you can surround yourself with crackling electricity, creating an aura of thunderous energy in a 10-foot radius. The aura lasts for 1 minute, and any hostile creature that starts its turn within the aura or enters it for the first time on a turn takes 2d10 thunder damage. Additionally, when you hit a creature with a weapon attack, you can choose to deal an extra 1d10 thunder damage.

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

Divine Tempest

20th-level Oath of Thunder feature

At 20th level, you become a true master of thunder, embodying the devastating force of storms. Once per long rest, you can unleash the Divine Tempest. As an action, you summon a powerful storm in a 30-foot radius centered on yourself. The storm lasts for 1 minute, during which time it spreads dark clouds, obscuring vision and creating difficult terrain.

While the Divine Tempest is active, you gain the following benefits:

Thunderous Aura: Any hostile creature that starts its turn within the storm or enters it for the first time on a turn takes 4d10 thunder damage.

Unbridled Power: Your weapon attacks deal an additional 2d10 thunder damage.

Storm's Protection: You gain resistance to thunder and lightning damage, and you are immune to being deafened.

Once you use this feature, you can't use it again until you finish a long rest. The sheer might of the Divine Tempest reflects your mastery over the forces of thunder and lightning, making you a harbinger of destruction on the battlefield.

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