Paladin
Base Class: Paladin

This oath emphasizes a balance of good and law, though some adherents lean one way or the other. It's tenets are as follows:

Preserve life: With the power granted to you, grant shelter to those in need and lead them to safety.

Preserve order: Become an anchor for others in times of chaos, grounding and providing guidance to those without control.

Shine brightly: Be a beacon of light in the storm, encouraging others to follow you and do as you do.

Rebuild order: When the storm has passed and all seems lost, always lend your aid to restore things to order.



Channel Divinity

At level 3 you gain the ability to channel the Divine power of your oath.

Storm Barrier

As an action, you present your holy symbol. Creatures you choose within 15 feet of you make a Dexterity saving throw against your spell save DC. A crackling barrier of lightning surrounds you, and arcs out to hit the chosen creatures. On a failed save, they take 1d6 lightning damage, and are blinded until your next turn. On a successful save, they take half damage, and are not blinded.

Cone of Calm

As a bonus action, you use your Channel Divinity, swinging your weapon mightily. You create a blast of magical wind that blows away objects, creatures, and area effects in a ten foot cone, plus an additional number of feet equal to your strength plus charisma modifier. Creatures you choose that are large or smaller make a strength saving throw against your spell save DC. On a failed save they are blown back to the edge of the cone and knocked prone. If an area effect exists in this cone (such as fog), it is dispersed. If the effect is larger, the cone carves out an area of calm that persists until the end of your next turn, which is overtaken by the opposing effect if that effect would persist. On a successful save, they are pushed back but not knocked prone.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Storm Spells
Paladin Level Spells

3rd

warding wind, thunderwave

5th

gust of wind, sleet storm

9th

call lightning, wind wall

13th

control water, stone shape

17th

control winds, wall of stone

Static Barrier

At level 7, you gain a crackling aura of potential energy. You may use your reaction if you or an ally within 10 feet are struck by an attack. Damage taken by that creature is reduced by the an amount equal to your charisma modifier. A bolt of lightning arcs from that creature, striking the attacker for an equal amount of damage. At level 18, the range increases to 30 feet, and the damage reduction increases to twice your charisma modifier.

At level 18, the range increases to 30 feet, and the damage reduction increases to twice your charisma modifier.

 

Grounded

At 15th level, you become extremely difficult to move against your will. You have advantage on any save against being pushed, pulled, grappled, restrained, or knocked prone. Additionally, you, as well as any allies within 10 feet of you, have resistance to lightning damage.

Storm Bringer

At level 20, you can call and tame the storm. As an action, you create a swirling tempest 30 feet in size, 50 feet above you. The tempest follows you for 1 minute before dissipating, without requiring concentration. Creatures that are flying within this range must make a strength saving throw against your spell save DC or begin falling. Torrential rain pours from the tempest, causing the ground beneath to become difficult terrain. Difficult terrain caused by this effect has no effect on you. A number of creatures you choose up to your charisma modifier under the tempest gain vulnerability to lightning damage. Immune creatures can't be chosen, resistant creatures lose resistance.
 
As a bonus action, you can cause a lightning bolt to strike an area within 60 feet of you. Creatures within 10 feet make a dexterity saving throw, taking 3d10 lightning damage plus your charisma modifier on a failed save, or half as much on a success.
 
 
 
 

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