Paladin
Base Class: Paladin

The winds are ever-changing, and the storms are devastating. So is the order of chaos, where all things are still after all things have changed- so is the tempest which dictates that again the cycle continues.

The Oath of the Tempest calls unto the Paladins to harness the raw power of the storms and winds. The tempest beckons that all return to it, and all to be purged from it. That the Paladins who adhere to their tenets, learn to become the storm themselves.

Tenets of storms:

“The calm of the gale is thine to command, just as the wrath of thunder is thine to unleash, now hear thy tenets, O warrior of the maelstrom.”

Guide Thy Gale. 

Thou hath a duty to the winds and the skies. Though thou may call thee lands thou home, thine winds will ever call thee to serve thou duty as far as thine sky's reach. Do not hesitate.

Hear Thine Thunder. 

Be the voice for the voiceless. Speak for the weak and the oppressed. Let thine thunder be thou voice. 

Honor Thou Home. 

When the corruption of the earth grows, the burden of honor will fall to thee. Ye will be the guardian of the realms of men and the vanguard of the realms of the divine.

Temper Thou Steel. 

In word, deed, and action, cultivate the joy of life in the world. When the wars are over and the evils are done, light and laughter will flourish once more.

The Tempest Shall Cometh. 

Thy winds are viscous and thy storms hunger. Deliver unto injustice thine wrath, thine malice, thine rage. Deliver thee certain vindication, O warrior of thunder.

 

Channel Divinity

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

Enervation. As a bonus action, you can invoke enervation. For 1 minute, any creature within 30ft can be given Enervation and must succeed a constitution save to repel it. Enervation provides the following effects:

    • Anything chosen by the user within a 30ft radius that uses electricity, explodes immediately, dealing 2d8 lightning or thunder damage of your choice. 
    • Any healing performed on a friendly creature within 30ft of you is contacted with enervation, increasing their amount healed by 2d4+ your charisma modifier.
    • Users contacted with enervation can use a bonus action to add a 1d6 to any ability score or attack roll of their choice. If they choose to use this feature, they must roll a 1d20 if within 30ft of a combustible liquid or gas. If the result is 10 or below, the combustible explodes. 

Become the Storm. You imbue yourself with the essence of lightning, using your Channel Divinity.

As a free action, the weapon you are holding becomes a vassal of your deity's wrath. This weapon now deals 2d8 Lightning damage in place of its regular damage dice. It is a One-Handed martial melee weapon with which only you are proficient. This weapon has the Thrown Property, capable of being thrown up to 80/160ft. When thrown in this way, the weapon returns to your hand upon missing or striking its target. The weapon retains all original magical properties.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Paladin Level Spells

3rd

fog cloud, [Tooltip Not Found]

5th

call lightning, lightning bolt

9th

haste, dispel magic

13th

ice storm, storm sphere

17th

conjure elemental, sunburst

Storm Herald

When you choose this subclass at the 3rd level, you may change your radiant weapon damage to lightning or thunder damage. (Your choice.)

Any Fiend or Undead type enemies that have resistances to these damage types, take full damage instead. 

Storm Presence

By the 7th level, you and any chosen friendly creature within 10ft of you gain resistance to lightning and thunder damage. 

At 18th level, this effect increases to 30ft.

Perfected Storm Aura

Starting at the 15th level, enemies within your storm aura have their movement speed halved.

Become The Maelstrom

“Thou rage is thine. Thou hope is thine. Thou fist is thine. Thou voice is thine. Let thy reckoning cometh, O warrior of thunder.”

At the 20th level, your soul and body are the tempest. For 1 minute, your body becomes one with the storm, crackling with lightning, your eyes glowing with the raging maelstrom. 

You gain the following benefits:

  • You are immune to lightning and thunder damage. 
  • You have a flying speed of 60ft. If you move straight for 20ft or more before attacking with a melee attack, the target takes an additional 1d10 thunder damage. Also, the target must make a strength saving throw or be pushed prone 10ft away. 
  • Lightning and Thunder damage completely ignores resistances, and immunity takes half damage. 
  • Any lightning and thunder damage you deal gains additional damage equal to your charisma modifier.
  • Creatures cannot benefit from the Lightning Absorption trait. 

Once you use this feature, you can’t use it again until finishing a long rest. 

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