Base Class: Paladin
The Oath of the Squall beckons to paladins who, rather than try to quell the erratic whirlwinds that rage inside them, accept the winds and fly with them. These paladins embody the encroaching storm and all the chaos that storms entail. Many of these wayfarers embrace this path as a way of escaping their checkered pasts, others simply understand that change is necessary for growth. Some see the freedom of a roaming hurricane as the key to happiness, indulging in hedonistic consumption of life. Either way, such knights and warriors follow a code all their own, adaptable but sturdy. From an outsider’s perspective, paladins of the Oath of the Squall come and go like forces of nature, shaking the foundations of everywhere they wander.
Tenets of the Squall
The tenets of the Oath of the Squall strike inspiration into the hearts of the paladins that heed its words.
Ride the Winds of Change
The only constant in this life is the shifting of circumstances. Do not let yourself be anchored by what was, instead soaring on the promise of what could be. Every day is the chance to become something better; seize that chance at every opportunity.
Fly Without Reservations
Do not be rooted by what is around you. Glide from whim to whim as you see fit. You are the only arbiter of your own fate, so live as recklessly as you please.
The Storm Yields to No One
Do not confuse flexibility for weakness. Nothing tied to the earth should ever dictate where the winds blow. If destruction is the necessary tool to usher in progress, you will wield the might of the maelstrom like a vengeful hammer.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Squall Spell table:
| Paladin Level | Spells |
|---|---|
| 3rd | fog cloud, thunderwave |
| 5th | dust devil, warding wind |
| 9th | gaseous form, lightning bolt |
| 13th | ice storm, storm sphere |
| 17th | cone of cold, maelstrom |
Channel Divinity
Starting at level 3, you gain access to two Channel Divinity options:
Defibrillating Touch
As a Bonus Action, you can use your Channel Divinity to electrically empower your healing capabilities. For 1 minute, drawing from your Lay on Hands pool heals twice as many hit points.
Lightning Rod
As a Bonus Action, you can expend a use of Channel Divinity to become a funnel for torrential energy. For 1 minute, you are resistant to lightning, thunder, and cold damage. If you are hit by an attack of these damage types, your next attack becomes supercharged, dealing an extra d6 + your spellcasting modifier on hit of the damage type recieved. You also impose specific debuffs depending on the damage type dealt:
- Lightning: The next time a creature of your choice starts its turn within 5 feet of the target, it is dealt the extra lightning damage as the electricity leaps to a nearby foe.
- Thunder: The next time the target makes a Constitution saving throw, the roll is reduced by the thunder damage recieved as the creature’s body has been made more brittle by the sonic boom.
- Cold: The next successful attack the target makes has its damage reduced by the cold damage it received as frostbite inhibits the creature’s actions.
Aura of Pressure
At 7th level, your presence emits a vortex of whirlwinds that draws in nearby enemies. Creatures of your choice you can see that start their turn within 10 feet of you are forced to make a Strength saving throw against your spell save. On failure, they are pulled 10 feet towards you, or have their movement speed reduced by 10 feet if they are already within 5 feet of you. Huge or larger creatures roll with advantage.
At 18th level, the range of this aura increases to 20 feet.
Ionized Field
At level 15, the crackling electricity you project helps protect your party. Whenever a creature within your Aura of Pressure is targeted by a melee attack, you can use your reaction to impose disadvantage on the attack roll as the static energy resists the assault. If the attack hits, the target is dealt 1d10 + your proficiency bonus of lightning damage.
Tempestuous Titan
At 20th level, you can transform into a conduit for the fury of the heavens as an Action. For 1 minute:
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You gain a fly speed of 60 feet.
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When creatures make Strength saving throws for your Aura of Pressure, the rolls are made at disadvantage. Huge or larger creatures roll normally.
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Your Aura of Pressure has become magically enveloped in hurricane winds, dealing 10 bludgeoning damage to every creature of your choice that starts its turn in the aura.
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Debris picked up by your aura’s surrounding winds gives yourself and any allies within the aura half cover.
Once you use this feature, you cannot use it again until you finish a long rest.
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