Base Class: Paladin
The Oath of The Storm grants a paladin the power and undying fury of the storm. Sometimes called tempest knights or thunder warriors, paladins who swear this oath are always watching, waiting for evil to show its face. And when it does, these paladins will strike fast and will never relent, just like the storm. They often find comfort in extreme cold, wet, or windy conditions due to their connection to the tempest.
Tenets of The Storm
The Tenets of The Storm vary by paladin, but all the tenets revolve around persistence and strength. This oath emphasizes the principles of power, persistence, hope, and courage.
Power to Bring Down Evil. Be as strong as you can be, and you can more quickly defeat your foes. Embody the power of the storm.
Persistence. The storm never wavers, and neither shall you. Persist and keep on, even when all hope seems lost.
Bring the Hope. Be the lightning bolt that illuminates the storm. Be a beacon of hope for those that have none.
Stand Strong. Hold your head high and persevere in the darkest of situations. The storm rolls on, never stopped. Be the same and stay strong.
Justice. Let thunder boom over the voices of the oppressive, let the lightning destroy them swiftly.
Forgiveness. The storm shows mercy. There is always quiet in the eye of the hurricane.
Rebirth. After the tsunami, the beach becomes cleansed. After the wildfire, the new plants have room to grow. The storm makes room for others to grow and heal.
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 |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Primordial Thunder. As a bonus action, you can utter an incantation in Primordial. A boom of thunder sounds, and up to three creatures within 60 feet of you have to make a WIS saving throw. On a failure, the creature becomes frightened of you and it takes 1d6 thunder damage whenever it's within 10 ft. of you. The creature can repeat the saving throw at the beginning of each of its turns.
Storm's Relent. You create a minor storm of some sort and cause a small, after-storm miracle. For example, you can summon bolt of electricity and cause a small fire, which burns away grass, shrubs, and small trees. Afterward it grows bushes and trees lush with edible fruit. Or you could cause a minor sandstorm, wearing away desert sand to reveal water. You can also create other minor storms that deal no major damage to enemies (if any) to cause a small miracle that is helpful to your party but cannot cause damage or produce anything of over 5 GP in worth. It can only be used to find items found in nature, in that particular region.
Tempest Aura
By 7th level, you can channel the fury of the storm into an aura around you. You and all allies within 10 feet of you have resistance to lightning and thunder damage. In addition, each ally within this range deals an extra 1d4 lightning damage when they use the attack action.
At 18th level, the range of this aura increases to 30 feet.
Storm Summoner
Starting at 15th level, the power of The Storm resides in you so much that it begins to show. Your eyes may glow bright blue-gray, or the sky begins to darken when you anger. Your connection with The Storm allows you to manipulate and even create storms. Twice per day you can summon a storm as if you had cast call lightning. This takes 1 action. In addition to this you learn Aquan and Auran as languages, and you can now breathe underwater as well. You gain a swimming speed of 40 ft.
Herald of The Storm
At 20th level, you can summon a miniature hurricane on yourself. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- You gain a flying speed of 60 ft.
- Each time you make an attack, it deals another 2d8 lightning damage.
- Whenever a hostile creature comes within 20 feet of you, it must succeed on a Strength (athletics) check or be thrown back 30 feet by the hurricane and be knocked prone.
- All enemies within 20 feet of you have disadvantage on nonmagical attack rolls on you or anyone else within 20 feet of you.
- You can use your action to cast lightning bolt at will.
- All terrain within 20 feet of you counts as difficult terrain for your enemies due to the lashing winds of the hurricane.
- On initiative count 20 (losing all initiative ties), you can summon three lightning bolts down from the sky that deal 1d12 damage each. You can choose how to distribute these bolts.
- As a bonus action on your turn, you can summon the winds around you to push someone up to 30 feet in any direction if they fail a Strength (athletics) check.
- As your action, you can summon water from your hurricane 20 feet tall and long, and use it as if you had cast control water.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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