Paladin
Base Class: Paladin

The Oath of The Earth-Shaker challenges those who take with a constant barrage of trials, as the very aspects they seek to embody constantly test their conviction and their mettle. Commonly referred to as Tempest Knights, they believe that true strength comes from exercising one's will onto the world, managing to even hold sway over the elements themselves by sheer force of will. Seeking to carve their legacies from the earth itself or serving as advisors and mentors to those who yet lack the strength to do so, they're solemnly opposed to entities who seek to rob or suppress others' freedoms and desires.

Tenants of The Earth-Shaker

The tenants of The Earth-Shaker are commonly sworn during thunderstorms, as his faithful believe that it's during these and other catastrophic natural phenomena that their god test their mettle and worth.

Seek what you Desire. To shackle yourself from your desires is to resign yourself to drowning amidst the storm.

Constantly improve Yourself and Others. Growth only comes from a conflict of equal parts.

Remain unyielding as Bedrock. Be as furious as the thunderstorms, as wild as the raging seas, and as imposing as the earthquakes that rock the realm, but most importantly, be resolute to your convictions. 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of The Earth-Shaker table. See the Sacred Oath class feature for how oath spells work.

Oath of the Open Sea Spells
Paladin Level Spells

3rd

earth tremor, fog cloud

5th

maximilian’s earthen grasp, shatter

9th

call lightning, haste

13th

control water, ice storm

17th

maelstrom, wall of stone

Channel Divinity

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

Weather the Storm. Being used to having the worse of the elements thrown at you and coming out on top, you can soften most penalties caused by non-magical natural phenomena against you and your allies. As a bonus action, you can disperse any natural storm, fog or hail in a 60 feet aura around you for an hour. Additionally, you and your allies ignore natural difficult terrain in that area.

Thunderous Censure. Fueled by the ferocity of storms, you can channel the elements against those who oppose you and your allies. When you take damage from a creature within 5 feet of you, you can use your reaction to arc a bolt of electricity against your attacker. That creature must succeed on a Dexterity saving throw, taking 2d6 + your paladin level lightning damage on a failed saved, or half as much on a successful one.

Additionally, at 15th level, when you use your Divine Smite feature you can change its radiant damage to either lightning or thunder damage.

Aura of Tempest

Beginning at 7th level, you emanate a chaotic tempestuous aura while you’re not incapacitated. You and any creature of your choice within 10 feet gain resistance to lightning, thunder damage as surging winds ward you and your allies.

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

Quaking Rebuttal

At 15th level, you can sunder the foothold of those who would oppose you and your allies. When a creature that you can see within 60 feet of you makes an Attack roll against you or one of your allies, you can use your Reaction to magically rend the ground they're standing on. That creature gains disadvantage on it's attack roll and must succeed a Strength saving throw or be knocked prone, as the earth beneath them quakes and crumbles. A creature is immune to this feature if it isn't standing on ground. 

This feature can be used a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Avatar of Earth, Sea and Storm

At 20th level, as an Bonus Action, your will and drive are powerful enough to allow you to mantle a semblance of The Earth-Shaker's power. For 1 minute, your body crackles with thunder and lightning, your eyes glow yellow, and your presence whips up a mighty storm as the ground rumbles and the seas rage. You gain the following benefits: 

  • You have a fly speed of 60 feet. If you move 20 feet or more straight toward a target before hitting it with a melee Attack on the same turn, that target takes an extra 1d10 thunder damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
  • Lightning and thunder damage you deal ignores resistance, and immunity only halves the damage. Creatures cannot benefit from the Lightning Absorption trait from damage you deal. 
  • Enemy creatures within your aura have disadvantage on saving throws against your Paladin Spells and Paladin Features.

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

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