Paladin
Base Class: Paladin

Tenets of Wind

The exact words and strictures of the Oath of Storms have never been recorded formally, but paladins of this oath share these tenets.

Unburdened: Don’t grow attachments to places or things. You must be unrooted as the clouds.
Unyielding: Your loyalty to your convictions defines you. You must be relentless as the tornado.
Unmuted: Your voice will ring out and be heard, empowering others to do the same. You must be as boisterous as the winds.

 

Channel divinity

 

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

Airstreams Advance.  As a Bonus Action, you can teleport to an unoccupied space you can see within 60 feet of you, using your Channel Divinity. When you do so, you create a thunderous boom which can be heard up to 500 feet away.

 

Channel divinity

Wield the Gale. As an Action, you imbue yourself and weapon with the essence of wind, using your Channel Divinity.

Any weapon you are holding becomes wreathed in fast winds. This weapon now deals 2d8 force damage in place of its regular damage dice. It is a One Handed martial melee weapon with which only you are proficient with the Thrown property, out to  80/320 feet. When thrown in this way, the tornado instantly returns to your hand upon missing or striking its target. The weapon retains all original magical properties.

Aura of Gusts

Starting at 7th level, you exude an aura of violent winds when threatened.

The area within 10 feet of you is considered difficult terrain for your enemies. Additionally, projectiles have disadvantage against you and up to six willing creatures within range.

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

Twisters herald

 

Beginning at 15th level, you gain immunity to Force and Thunder damage, and your speed increases by 10 feet.

The living tempest

 

At 20th level, as an action, you embody the fury of a raging storm. For 1 hour:

  • You gain a fly speed of 60 feet. 
  • Allies within your Aura of Gusts gain the bonuses of your Twisters Herald class feature. 
  • You may activate Wield the Gale as a Bonus Action at will. Additionally, when you hit an enemy with your weapon granted by Wield the Gale, you may have up to two creatures within 15 feet of the original target make a Dexterity saving throw. On a failure, they take 2d8 Force damage and half as much on a success as a gust of wind leaps to it. 

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

Comments

Posts Quoted:
Reply
Clear All Quotes