Paladin
Base Class: Paladin

Tenets of the Storm
The chaotic nature of the Storm makes some question the necessity or legitimacy of these tenets, but nevertheless these are the words that have been passed down for countless generations by warriors who have lived and died by them.

Gale. It is not your place to remain in one area for long. There are many battles to be won on the next horizon.

Thunder. Be the voice for the voiceless. Speak for the downtrodden and the oppressed. Be the fury to those who would subjugate the innocent.

Lightning. Life is short and fleeting. When in doubt, know that now is the time to leave your mark on the world.

Downpour. Be a cleansing and restorative force, ensure that the world you live in today will be a better place tomorrow, and all days to come.

Storm's Smite

When you take this subclass at 3rd level, the radiant damage of your divine smite is replaced by thunder, lightning, or cold damage (your choice).

Channel Divinity

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

Call of the Storm. As an action, you can imbue one weapon that you are holding with the fury of the storm, using your Channel Divinity. For 1 minute, whenever you hit an enemy with that weapon, you can cause enemies within 5 feet of your target to take lightning damage equal to your Charisma modifier (with a minimum bonus of +1). If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Lightning Conduit. You can use your Channel Divinity to invoke the storm's fury to stun a foe. As an action, you can cause lightning to course through a creature within 10 feet of you that you can see. The creature must succeed on a Constitution saving throw or be stunned. While stunned, the creature repeats the saving throw at the end of each of its turns. On a success, it shrugs off the electrical energy and frees itself.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Storm Spells

Aura of Storms

Starting at 7th level you can emanate an aura of storms (no action required). The aura extends 10 feet from you in every direction, but not through total or three fourths cover. The aura is difficult terrain for hostile creatures.

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

Storm's Wrath

Starting at 15th level, your strikes bring with them the full might of the storm. Whenever you hit a creature no more than one size larger than you with a melee attack, you can choose to push that creature 10 feet away from you. If you do, that creature must make a Strength or Dexterity saving throw (its choice) or fall prone. You can use this feature no more than once each turn

Ohmu's Tempest

Starting at 20th level, you can use your action to become a thunderous beacon of the storms. For one minute, heavy winds surround you and lightning crackles along your skin, arcing off your body to nearby surfaces or clouds. You gain the following effects: 

  • You are immune to lightning and thunder damage.
  • You gain a flight speed of 40 feet.
  • Any creature that starts its turn within 10ft. of you takes 2d8 lightning damage. Additionally, any creature that touches you or hits you with a melee attack, takes 2d8 lightning damage.
  • You can use your action to send out blasts of lightning. Target one creature within 60 ft. The target must succeed on a CON saving throw (using your spell save DC) or take 4d8 lightning damage and be pushed back up to 10ft. and knocked prone. On a successful save the target takes half damage and isn’t pushed or knocked prone.

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

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