Paladin
Base Class: Paladin

Those who travel the seas understand that the only way to survive a storm is to ride it out, and to hope that the gods are on their side. Those who take the Oath of the Stormbringer embody the fury of the winds and waves, seeking out those who would defy fate, and deliver nature's wrath unto them.

Tenets of the Storm

A paladin who takes the Oath of the Stormbringer feels distant rumbles of thunder when they are not following the tenets.
Eye of the Hurricane. Be a calming and protective presence, even as chaos and danger swirls around you.
Changing of the Tides. Nothing is permanent. Adapt with the world around you, and help others do the same.
The Storm Shall Pass. Just as a storm comes and goes, so shall you.  Let your fury be resounding and terrible, and then move on. A storm does not linger once it has run its course.

Channel Divinity

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

Riptide. As an action, you summon water than pulls at your foes, using your Channel Divinity. Choose any number of targets within 30 ft. of you. Those targets are pulled 15 ft. towards you and must succeed a Strength saving throw or be knocked prone..

You can let a number of creatures equal to your Charisma modifier (minimum 1) to succeed their saving throw.

Stormward. As a reaction when you take bludgeoning, piercing, slashing damage, you momentarily become water and cloud, using your Channel Divinity. Reduce the damage by an amount equal to your Paladin level plus your Charisma score, and then move up to 30 ft. This movement does not provoke attacks of opportunity.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Stormbringer Spells

PALADIN LEVEL

SPELLS

3rd

absorb elements, ice knife

5th

misty step, warding wind

9th

fly, tidal wave

13th

control water, storm sphere

17th

maelstrom, control winds

Aura of the Tempest

Starting at 7th level, a swirling tempest of storm and wave surrounds you, trapping your foes. Enemies within 10 ft. of you treat any movement away from you as if they were moving through difficult terrain. Enemies who leave your aura on their turn take lightning damage equal to half your Paladin level.

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

Thunderdome

Beginning at 15th level, you can call up a dome of whirling thunderclouds that encircle you. As an action, you create a stationary dome in a 10ft radius centered on you for 10 minutes. The walls of this dome heavily obscure the interior, are 5ft thick, and are treated as difficult terrain. Any time a creature attempts to willingly pass through the dome, they must succeed a Strength saving throw or take 3d8 thunder damage and be pushed 5 ft. back, taking half damage on a success and being pushed outside the dome. You can dispel the dome early as an action.

Once you use Thunderdome, you cannot use it again until you complete a short or long rest.

Avatar of the Stormbringer

At 20th level, as an action, you become one with the storm raging inside you. As an action, you magically become the embodiment of nature's fury, gaining the following benefits for 1 minute: 

  • You gain immunity to cold and lightning damage.
  • Ranged weapon attacks against you are made with disadvantage.
  • You gain a flying speed of 50 ft.
  • Enemies who are prone within 30 ft. of you must use their full movement to stand up.

Comments

Posts Quoted:
Reply
Clear All Quotes