Paladin
Base Class: Paladin

Those who swear an Oath of the Everstorm know better than most what a true tempest is. It has the power to rain destruction on a scale unimaginable to mortals, and yet also possesses the ability to force life once more into those cadavers and conduits who embrace it. When open to all that lightning is, Paladins set upon this path will resist death at every turn, and force their allies to do the same. Rising again from the scorched earth to the beckoning thunderhead above, these few apostles sow fear and despair within their enemies, and lift allies from their graves to continue on long past their mortal limits. They call upon a magic potent enough to control death itself, and will not hesitate to deliver this power onto any deemed unfit...

TENETS OF THE EVERSTORM

Fight Forever: Never surrender. Fight until your enemy lies broken before you or until death, in which case stand and fight again. 

Might Makes Right: Strength is the one true law, on this plane and every other. Grow your power so that it may cover the sky and shake the earth. 

Defy Death: Death is not the end, merely a tool. Never give in to death and do not give you allies over to it, your power is immortal. 

Embody the Storm: Act swiftly and justly. Yours is the power to return allies to life and smite enemies to dust, know when and where to use such power.

Oath Spells

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

Oath of the Everstorm Spells

PALADIN LEVEL SPELLS
3rd hellish rebuke, thunderwave
5th misty step, shatter
9th call lightning, sleet storm
13th death ward, ice storm
17th cone of cold, conjure elemental

Channel Divinity

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

Enervating Conduit. As an Action, you can invoke the terrifying visage of the thunderhead,  Inciting fear within your enemies' hearts. For a minute, the first time each enemy creature within 30 feet of you hits you with an attack, they must immediately make a Wisdom saving throw. On a failed save,  you gain temporary hit points, and the target is frightened of you for 1 minute. The Creature can repeat this saving throw at the end of each of their following turns. A creature can only be affected by this ability once within the minute. While this ability is active, you have resistance to thunder damage. 

Eye of the Storm. As a bonus action, you can channel the Everstorm to create a swirling cloud of fog that surrounds you and lightly obscures the area in a cylinder 10 feet tall and with a 10 foot wide radius, following you as you move. Enemies within this area hit by a melee attack by you or an ally take additional lightning damage, this effect ignores resistances. This fog lasts for 1 minute, spreads around corners, and cannot be dispersed. While this ability is active, you have resistance to lightning damage. 

Aura of the Living Typhoon

Starting at 7th level you emanate and aura when not incapacitated. If a friendly creature other than you is reduced to zero hit points within 10 feet of you, you can immediately use your reaction to expend any number of hit die no greater than your Charisma modifier to heal them. When you use hit die in this way, you gain regain hit points equal to half of the healing done (Rounded Up). In addition, when you reduce an enemy creature to 0 hit points you may use your reaction to expend any number of hit die no greater than your Charisma modifier to heal yourself. 

At 18th Level, the aura increases to 30 feet.

Reanimated Fulminate

At 15th level, when you are reduced to 0 hit points a torrent of lightning strikes your body and the area within 20 feet dealing 4d10 + your Paladin level in lightning or thunder damage (your choice) to enemies if they fail a Dexterity saving throw, and half on a success. You regain a single Paladin hit die for each enemy that fails their save, to a max of your Charisma modifier, and are returned to 1 hit point. 

You may only use this ability once per long rest. 

Storm Engine

At the 20th Level, you become the Prime Conduit. As an action on your turn, you may summon the Everstorm for 1 minute, for the duration a 20-foot tall 40-foot radius cylinder of swirling power is centered on your space with the following effects: 

  • The area counts as difficult terrain and is heavily obscured for enemies within this area. Being the eye of the storm, enemy creatures wholly within 5 feet of you do not suffer the previous effects.
  • At the start of each of your turns, enemies within this area must make a Strength saving throw against the raging storm, or take 2d6 bludgeoning + 2d6 lightning damage on a fail, or half damage on a success. 
  • As the prime conduit you are immune to lightning and thunder damage when this ability is active, in addition double the temporary hit points gained from Enervating Conduit or double the damage from Eye of the Storm. 

You can only use this ability once a long rest.

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