Paladin
Base Class: Paladin

Paladins of the Storm are often on the move, constantly traveling from place to place wherever evil is seen. As chaotic and turbulent as the typhoons they embody, they will do anything they must to ensure evil is defeated. Often worshipping gods such as Kord and Talos, these tempestuous knights are a violent force of nature.

 

Tenets of the Storm

Control Through Chaos. Paladins of the Storm must be willing to achieve order through any means.

Swift as the Lightning. A Storm Paladin’s judgement must be quick, and his reaction quicker.

Loud as the Thunder. When all others would be silenced, a Storm Paladin’s voice must be heard by all, to be the voice of the voiceless.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells

3rd

Absorb Elements, Thunderwave

5th

Gust of Wind, Shatter

9th

Call Lightning, Wind Wall

13th

Storm Sphere, Control Water

17th

Maelstrom, Control Winds

Thunderous Slash

Starting at 3rd level when you take this subclass, your smite deals lightning damage instead of radiant. This damage ignores resistances and deals half damage to creatures with immunity.

Channel Divinity

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

Flash of Lightning. You can use your Channel Divinity to imbue your weapon with the power of the storms. As an action, you can imbue your weapon with lightning. For 1 minute, or until you dismiss it as a bonus action, your weapon attacks deal an additional 1d8 lightning damage. This damage increases at level 11 to 2d8.

Clap of Thunder. As an action, you can present your holy symbol and invoke the power of the Storms to turn away your foes. When used, all enemies within a 15 ft. radius take 1d10 thunder damage, and must make a constitution saving throw equal to your spell save dc. On a fail, those enemies are knocked prone and are deafened for 1 minute.

Aura of Tempests

Starting at 7th level, your devotion provides some shelter from the raging storms. While you are conscious, friendly creatures within 10 ft. of you, including yourself, gain resistance to thunder and lightning damage. Furthermore, you can radiate gusts of wind within 10 ft. of you that can disperse harmful obstacles like smoke or gas, and can extinguish nonmagical flames.

At 18th level, this aura increases to 30 ft.

One with the Flash

At 15th level, your connection to the storm deepens. You gain the following benefits:

  • Your movement speed doubles.
  • You gain an extra use of Channel Divinity
  • When you roll a 1 or a 2 on the damage dice of a weapon attack while Flash of Lightning is active, You can reroll the dice. You must use the new roll.

Aspect of the Storm

At 20th level, you have learned to channel the full power of the storm through your entire being. As an action, you can magically become the Aspect of the Storm, granting you the following benefits for 1 minute:

  • You become immune to lighting and thunder damage.
  • Enemies that start their turn within 15 ft. of you take 15 lightning damage.
  • You gain a flying speed of 30 ft.
  • When you transform, all enemies within 30 ft. of you are blinded until the end of your next turn.

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