Paladin
Base Class: Paladin

You have sworn an oath to a storm deity or to the storm of nature itself. These paladins are very rare and often are champions for certain gods. 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of The storm Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of The storm Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Thunderous echoes. When you hit with a melee attack, you can use your channel divinity to force all creatures within 15 feet of you to make a constitution saving throw against your spell save DC. On a failed save, they take thunder or lightning damage (your choice) equal to the amount of damage you dealt to the original creature, or half as much on a successful one. 

Charging bolt. As an action, you can use your channel divinity to gain a flying speed of 60 feet until the start of your next turn. This movement does not provoke attacks of opportunity and you can charge through Creatures’ spaces. If you do, they take thunder damage equal to twice your paladin level and must succeed on a strength saving throw or be knocked prone. A creature can only be affected by this damage once per turn. 

Aura of The storm

Starting at 7th level, you constantly emanate a blustery aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

At the start of your turn, all creatures in the area you deem enemies take lightning damage equal to your 2+ your charisma modifier. This area also becomes difficult terrain for them. 

At 18th level, the range of this aura increases to 30 feet. 

Vengeful storm

Starting at 15th level, the essence of chaos and the might of the storm dwell within you. Whenever a creature hits you with a weapon attack, you can use your reaction to force them to make a dexterity saving throw against your spell save DC. On a failed save, the creature takes 4d8 lightning damage. 

Avatar of the storm

At 20th level, you gain the ability to summon the power of the elements. You gain immunity to exhaustion caused by terrain or weather. Additionally, as an action, you can magically become an avatar of the storm, gaining the following benefits for 1 minute:

  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You gain a flying speed of 60 feet. 
  • Your melee attack have a range of 20 feet and deal thunder damage. 
  • whenever you use your divine smite feature, the target must succeed on a constitution saving throw against your spell save DC or become stunned until the start of your next turn.

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

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