Base Class: Paladin
Thunder, lightning, hurricanes, and shredding winds. All of these are the fury of the storm, a fury that these paladins swear to use the storm in order to bring balance and stability into the world. They use the raging storms to bring a balance in the world, be it dispensing justice, quelling anarchy, anything to ensure the world stays in a natural balance, quelling disorder with havoc, bringing stability with chaos.
though often feared for their volatile and dangerous abilities and techniques, these paladins are a necessary balance in the world. They fix situations of unrest with the force and fury of a hurricane, by doing this they must follow the Tenants of the storm
Tenants of the Storm
- Order through Havoc, my goal is to bring order and stability to the world, no matter the cost
- Fury of the Storm, the storm is a vicious and dangerous force, and it must be tamed
- Strike like lightning, always strike first, never hold back, be relentless as the storm.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Raging Storm. As an action, you can surround yourself with a swirling force of wind and lighting using your channel divinity. For a minute you are surrounded by a 15 foot circle of storms, while this is active your movement speed is increased by feet equal to 10 + your charisma modifier (rounded to the lower range, example, 12 and 13 would be 10 feet), additionally any creature that ends their turn in the storm other than you takes lightning damage equal to your charisma modifier.
Hurricane Charge, you surround yourself with a cyclone of clouds and lighting using your Channel divinity. As an action, you surround yourself with a small cyclone, this sends you moving in a straight 25 foot line. If a creature is in the range of the charge they must make a strength saving throw against your spell save dc, if the creature fails they are knocked back 10 feet, are knocked prone, and take 2d8 lightning damage, if they succeed they are not effected.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Storm Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Cone of Cold, [spell]Maelstrom[/spell] |
Aura of Storm
Starting at 7th level, as long as you are conscious, all allied creatures within 10 feet of you, including yourself, have their walking speed increased by 10, additionally, any creature within the aura is resistant to lightning damage.
At 18th level, the range of this aura increases to 30 feet.
Move like the Storm
At 15th level, your harnessing of the Storm has allowed you to move with its own fury. As an action you can surround yourself in shredding winds, increasing your movement speed by 20 feet for a minute.
Separately all Lightning damage you do will at minimum always do half damage(for example 3d6 Lightning damage will never do under 9 damage).
you can use the movement feature times equal to your proficiency modifier before a short or long rest.
Avatar of the Storm
At 20th level, you can become the literal manifestation of a storm. For 1 minute you gain the following benefits:
- You have a flying speed of 40 feet
- You are immune to lightning damage
- Your divine smite feature does lightning damage instead of radiant
once you use this feature, you cannot use it again until a long rest.
Previous Versions
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