Paladin
Base Class: Paladin

The Oath of the Storm Wielder is taken by Paladins who exemplify courage, honor, and friendship. Oath of the Storm Wielder paladins do not consider themselves to be held to a code; rather, the very nature of their character embodies it. They are quick to act, and take every opportunity to better every facet of their character and form. They strive to be worthy of the gifts given to them by their God, and of the companions they find themselves gathering along the way.
Oath of the Storm Wielder paladins are given their powers to be used for the protection of their allies, and are devoted to the principles of their God.

Note: Some of this content requires the Sword Coast Adventurer's Guide, and Xanathar's Guide to Everything.

Tenets of the Storm Wielder

A paladin who takes this oath has the Tenets of the Storm Wielder scarred upon his back in Celestial, given to him by a strike of lightning.

Honor through Camaraderie. Exemplify integrity, loyalty, trust, and friendship above all else. Mark these traits as the foundation of your character, and never betray them.

Honor through Instinct. Exemplify your virtues without pause for thought. Do not hesitate to do what you believe is right.

Honor through Example. Exemplify the change you wish to see in the world. Strive in every moment to improve yourself and become a pillar of virtue, so that others may look up to you and be inspired.

Oath of the Storm Wielder Features

Paladin Level Feature

3rd

Oath Spells, Channel Divinity

7th

Chosen of Storms, Aura of Storms (10 ft.)

15th

Storm Flight

18th

Aura of Storms (30 ft.)

20th

Avatar of Storms, Timeless Hero

Channel Divinity

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

Superhuman ability
You can use your Channel Divinity as an action increase one of your own ability scores by 4 for one hour.

Superhuman Stamina
You can use your Channel Divinity as an action to remove one point of exhaustion from yourself.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Storm Wielder Spells

Chosen of Storms

Starting at 7th level, you may imbue a single, nonmagical melee weapon of your choice with the fury and might of your God. This process requires eight hours of uninterrupted prayer to your deity, detailing your accomplishments, why you must be granted such power, and how you are worthy of such a weapon. Upon success, lightning strikes the weapon, and becomes attuned to you, but doesn't expend an attunement slot. This weapon becomes a +2 magical weapon, and you may cast Lightning Lure through this weapon when you use an action to attack with it. Additionally, this weapon gains the Thrown (range 30/120) property if it doesn't already possess it.
As a bonus action, you may call your imbued weapon to you, which travels at a speed of 90 ft in a straight line, dealing 2d8 force damage to anything it encounters along its path. This damage is doubled against structures and objects. If this weapon is on another plane, it appears on your next turn as if using the Plane Shift spell in the same space as you, and returns to your hand.
Anyone else attempting to wield or otherwise manipulate this weapon must succeed in a Strength check with a DC equal to your 10 + your Paladin level + your charisma modifier. On failure, the weapon is effectively too heavy to move.
If your imbued weapon is destroyed, you may repeat the imbuement process.

Aura of Storms

Starting at 7th level, you may emanate an aura of crackling energy. The aura extends 10 feet from you in every direction, but not through total cover. The first time any enemy creature enters the aura or starts its turn there, the creature must make a Wisdom saving throw or be frightened of you until the start of its next turn. When you strike a target with your imbued weapon that is frightened of you under this effect, you deal additional lightning damage equal to your Charisma modifier (minimum of 1).

At 18th level, your imbued weapon weapon becomes a +3 weapon, and your Aura of Storms increases to 30 feet.

Storm Flight

Beginning at 15th level, you may cast fly through your imbued weapon once per short rest.

Avatar of Storms

At 20th level, you gain the ability to harness the fury of primal storms. As an action, you can magically become an avatar of storms, gaining the following benefits for one minute:

  • You gain a fly speed of 60.
  • You are immune to lightning and thunder damage.
  • You are resistant to damage from nonmagical weapons that aren't adamantine.
  • Enemies that start their turn in your aura must make a Dexterity saving throw or take 3d10 lightning damage.
  • Your Strength and Charisma scores increase by four.

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

Additionally, at 20th level, you are no longer subjected to the negative effects of aging.

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