Hi, great job! Some helpful resources are the pinned posts, particularly the How-To FAQ by IamSposta and the Tutorial and FAQ by Stormknight.
Here is some helpful pointers on homebrew creation:
For the Oath of Wrath Spells, there's some formatting and linking you can do with tooltips (by firehawk2324)that will make it look more like a traditional subclass. From what I can see in the html:
Your header "Paladin Level" and "Spells" should go in <thead></thead> using <th></th> instead of <td></td> to make them headers. Note that this is if you're editing the HTML directly, otherwise you should just be able to edit what already exists when you create a subclass and it'll have that formatting.
Write [spells][/spells] (2024 version) or [spell][/spell] (2014) around the spells in the table to create a tooltip that links to them.
The spells that you selected haven't been added to be always prepared as you can only share your subclass with the community linking to spells from three sources: Basic Rules (2014), the D&D Free Rules (2024), and the Elemental Evil Player's Companion, so Thunder Step (Xanathar's Guide to Everything) and Steel Wind Strike (Xanathar's) / Steel Wind Strike (PHB 2024) are not valid choices. You could still include these and have it used in your campaign, but it would not be sharable.
The Guides and FAQs I listed above can show you how to add the spells so that they're always prepared and show up on the character sheet.
Similarly, those guides can show you how to create actions. For example, you'll want to create an action for your "Approaching Storm" feature, so it shows up on the character sheet as a bonus action.
You'll want to fill information into the "Snippet" field for all the abilities as that is what will show up when you navigate to "Features & Traits" on the character sheet. Right now, you'll just see the title for the ones you created and then when you click on them, you'll see the full description. There's other more advanced calculations you can do in that field with code snippets(by Stormknight), but the most important thing is to have a brief description in there that you want the player to see during their normal use of the character sheet.
I saw a comment on the sheet that you updated it to work with the 2024 rules. In order for this to be used with 2024 content on D&D Beyond, you'll need to create an entirely new subclass based off the 2024 Paladin. You cannot currently use 2014 homebrew with the 2024 core classes and yours is currently for the 2014 Paladin.
Some of your features seem to have multiple features combined into them, but you can make additional features at the same level. For example, at Level 15, the bonus effect for thunder and lightning damage isn't really related to the approaching storm increases, so I would break those up into two separate Level 15 features.
Here are my thoughts on flavor and mechanics (just my opinions though, I'm by no means an authority on the subject):
I would change the name from Oath of Wrath to something dealing more directly with the storm elements you're going for as Oath of Wrath makes it seem too close to things like Oath of Vengeance. This will help differentiate the flavor, so it's not an existing type of dark paladin. I think there's an Oath of the Open Sea in one of the recent Critical Role books on the site, that might have some storm mechanics, but is more flavored to a seafaring adventure. Unfortunately, there's a lot of storm theme things for non-Paladin subclasses, so I'm struggling to come up with a name as there's Tempest Domain for Clerics, Storm Sorcery for Sorcerers, and Path of the Storm for Barbarians.
All of the features feel cohesive around your storm theme and nothing strikes me as too crazy. I've got feedback below on each feature, but overall I think you have a cohesive theme and subclass that doesn't feel like a rebrand of another subclass.
Based on what I mentioned about linking to licensed spells, I would recommend swapping Thunder Step for Lightning Bolt to give a lightning damage option. 5th-level is much tougher given the free options. Maybe [spells]Conjure Elemental[/spell].
For Approaching Storm, I'd clarify what you mean by "a defensive spell" as that's not a defined category, so even with your explanation, there'd be a lot of DM interpretation there if you have a spell that provides one of those effects and an offensive ability. If you want to keep it how you have, I'd add clarification on the healing part - do spells like healing word and cure wounds count if used on an ally or only if they're used to heal you? Also, should effects that remove status conditions (e.g., [spells]lesser restoration[/spell] and greater restoration be included in this definition? You could switch it to "Abjuration" spell as defensive spells tend to fall into that category. The Paladin (particularly the 2014 Paladin), doesn't have a ton that they'd make regular use of in combat, but does include some good spells (or at least good in conjunction with the feature) that would trigger it, such as Cure Wounds, Shield of Faith, Aid (this is usually used before combat though, so doesn't synergize well), Lesser Restoration, Warding Bond, and Dispel Magic. While Shield is the classic option and not on the Paladin's spell list, I think you're right not to include it on the Oath of Wrath spell list as Shield plus heavy armor can be a bit much.
This feature does a lot of things, so I'd recommend breaking it up into 2 features (could be two channel divinity options or a channel divinity and a feature). A free third level or lower spell slot for your channel divinity is extremely powerful, especially if multi-classed, so I wouldn't give any benefits beyond that and might even add a penalty as the sacrificing 30 feet of movement when you're casting a spell with a tanky character isn't much of a cost.
A second channel divinity or just a feature that lets you sacrifice 30 feet of movement to gain +2 AC until the start of your next turn and and a damage boost would be fine, though you'll want to put limited uses if it's a feature rather than channel divinity options.
I think the additional damage is excessive for 3rd level. As there are few 3rd-level class features that increase damage (much fewer than I expected), the best comparison I can find is Hexblade's Curse for the Hexblade Warlock. While you get it at Level and it does have other benefits (e.g., increased crit range and temp HP), the damage that it adds on each attack is equal to your proficiency bonus. It is limited to once per short rest, so the same frequency as the 2014 Paladin.
At levels 1-4, this means +2 damage each turn, whereas you're adding 2d10 + CHA (so assuming CHA of 3-5), that's an average of 14-16 damage once. Assuming a typical 3 round encounter, that's 6 damage. Once we hit level 5 (assuming you get thirsting blade for the extra attack), that damage jumps up to +3 twice per turn, so 18 damage over the course of one combat, where it stays until proficiency jumps up to +4 at Level 9, bumping to 24 damage and, eventually, at level 17+, you'd expect 36 damage over 3 rounds. Yours also bumps up at Levels 15 and 20, so you'd like be dealing an average of 27 damage at level 15 (compared to 30 for hexblade) and 52 at level 20 (compared to 36 of hexblade).
This isn't as bad as I thought, but there are some implications here - 2014 Paladin's are the biggest burst damage dealers in the game, so adding extra damage on them as more of an impact and the damage you're adding would be affected by a critical hit unlike a static value, so you'd add an extra 11 damage on average for a crit (22 at level 15). Given that you have to choose before swinging, it's not going to come up often. The only real issues are at levels 3-4 and 20 as it normalizes at 5 with Hexblade (worth noting though that Hexblade's curse is an incredibly powerful feature, so it should be considered more of an upper bound than a target)and then gets completely overshadowed from levels 9-14; however, that amount of damage at levels 3 and 4 with Paladin's existing capabilities means that you'll probably one hit almost any enemy and then get it back on a short rest. At level 20, you're also dealing a crazy amount of damage, but I'll address that when I discuss the level 20 feature.
It would also be good to add the description of the damage boost to the Level 3 feature to let them know where they can expect scaling at level 3. You'll also be able to add that scaling in on the level 3 feature when you create an action to trigger the channel divinity.
Level 7 Paladin abilities tend to be auras. This is only important because of the Level 18 ability that increases the distance of all of your auras, so it's not a requirement, but you do have a stark trade-off without an aura at very high levels of play because you're losing out on that scaling benefit. That aside, I think the feature makes sense, though reminder that if you actually want them to be able to use Thunder Step on their character sheets without expending a spell slot, then you won't be able to publish (share outside of your campaign) because it's not a free spell. You'd be best off adding an "Action" to the feature that is a bonus action and copying and pasting the language used from Thunder Step to avoid that issue and then you can specify the number of uses.
I'd recommend switching from STR times per long rest to Proficiency Bonus times per long rest. Most of the later D&D books started switching to this as it tends to scale better.
I like the Battering Storm ability, though the forced movement (outside of casting thunderwave), prone, and frightened aren't things that your subclass gives them the ability to do, so I would add in effects of that type somewhere otherwise without the right party composition or multiclassing (which is hard if you're trying to get to level 15 of paladin), you essentially don't have a feature. I would also move the 1 minute timer to until the start (or end) of your next turn as this is going to be a pain to keep track of in combat if it happens on every hit.
I would remove either remove the additional use of Approaching Storm or just make it so you can use two attacks with it (the latter half of your level 20 feature) as the 1 minute duration after casting it with a Channel Divinity is going to be a bit clunky in combat and the only things you're really changing by pushing them to make the two attacks with it subsequently freeing up a bonus action (assuming they need to use a bonus action to use again next time) and making part of the level 20 feature redundant. Note that if you port this to 2024 rules, the Paladin gets multiple uses of their Channel Divinity, so I would avoid having increased usage for that and the balance of the damage I mentioned at for the Approaching Storm will be much more impactful.
If you remove the additional use of approaching storm, which would be fine, you could add an additional feature here that does forced movement, frightening, or knocking prone. With the 2024 rules, weapon masteries can let you push and knock prone much easier, so I would lean towards a frightening effect.
At level 15, you don't actually have many ways to deal lightning or thunder damage (lightning especially) until level 20 beyond Approaching Storm, which is significantly limited in use - I think thunderwave and shatter from your expanded spell list and thunderous smite from the PHB are the only other ways to add thunder damage with the paladin spell list, discounting getting attacked by lightning or thunder damage and then getting a bonus from absorb elements. Including another class feature somewhere that lets you deal this type of damage or increasing the amount on the expanded spell list would be helpful. Chromatic Orb could replace absorb elements. Call lightning is another 3rd-level option, but largely redundant if you give them lightning bolt.
Level 20 features for Paladin's are typically a sort of avatar form where you take on a state that embodies the oath or deity you're affiliated with. You have most of the pieces for that in here, but the key difference is that those typically require an action or bonus action to activate and then last for 1 or 10 minutes (most in 2024 are 10 minutes) and can be used once per long rest (and additionally by expending a level 5 spell slot in 2024). If you put that condition on it so that the features you're granting only occur in that ability then I think you're all set other than the Approaching Storm given my recommendations on its damage output and the Level 15 feature. You could add a fly effect to this in place of the Approaching Storm benefit to go with the wind spells you've included.
You include a little bit of a flavor description with the Level 20 ability ("You have learned to harness the full power of a raging storm.") I'd recommend adding something like this to all your other features too rather than diving straight into the mechanics to build up that nice flavor that you have.
https://www.dndbeyond.com/subclasses/2261445-oath-of-wrath
Wanted to try making a subclass that changes the way most people play Paladin. Still new to homebrew creation though. Check it out.
Hi, great job! Some helpful resources are the pinned posts, particularly the How-To FAQ by IamSposta and the Tutorial and FAQ by Stormknight.
Here is some helpful pointers on homebrew creation:
Here are my thoughts on flavor and mechanics (just my opinions though, I'm by no means an authority on the subject):
My Homebrew: DMs Guild, Subclasses, Monsters, Feats, Backgrounds, Magic Items
Migrating to 2024 and releasing new Homebrew regularly.
Feedback and play-testing appreciated!