Paladin
Base Class: Paladin

The oath of the Violent Tempest is almost forgotten order of paladins that worship gods that embody the decisiveness and determined nature of storms. They act according with that volatility preferring to act and make decisions before harm comes to those who are suffering.

Tenants

Calm before the storm. The members of this order are ever vigilant to any form of possible threats, preferring to make sure that no wrong is being done rather than assuming is well. Vigilance offers security.

Calm in the eye. Even when Paladins in this order are subjected to tempestuous situations they are trained to act without any hesitation or indecision, but to act as fast as possible to get the best result. 

Ever grounded. They know that all storms die down and lightning grounds itself and so any threat to the peace will at some point end, yet they must take an active role in securing that.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Violent Tempest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Storm's Embrace. You can use your Channel Divinity to make people experience the turbulent nature of storms. As a bonus action, you target any creature within 30 feet of you. They may make a Strength save on a fail they are hurled a number of feet into the air and or pushed away from you equal to your proficiency modifier times ten. If they aren't on a surface or lack a flying speed they immediately fall at the beginning of their turn.

Calmed Winds. When you make a Perception(Wisdom) or Insight(Wisdom) check based you may use your Channel Divinity to you may treat the result of your roll as if it were the same number as your spell save DC. You make this choice after you see the roll, but before the DM says whether the roll is a success or a failure.

Hurricane Force

Starting at 7th level, a small gust surrounds you at all times. This gust emanates out 10 feet away from you and you can choose to make the wind more violent. 

Once on each turn when you successfully hit a creature that is not immune to thunder damage with an attack you can choose to force the creature to be moved back 10 feet in any direction. 

At 18th level, when you force a creature to move with this feature they take an additional d8 thunder damage and are knockedprone.

Battering Winds

Starting at 15th level, those who are buffeted by the powerful gales that you call become more susceptible to your violence. Each time a creature within range is forced away from you through involuntary movement or if they are knocked prone you may choose to have your wind prop them back up preventing them from moving or being knocked prone but giving you the opportunity to make one weapon attack. If this trait is used it cannot be used until the start of your next turn.  

Storm's Emissary

At 20th level, you gain the ability to harness the destructive prowess of storms. As an action, you can magically become an avatar of violent storms, gaining the following benefits for 1 minute:

  • You gain a flying speed of 100 feet.
  • You and any ally within 30 feet of you gain an additional +2 to their armor class.
  • As a bonus action, you can force any amount of creatures within 5 feet of a point you can see to make a Strength or Dexterity saving throw, being knocked prone and taking 5d8 thunder damage on a failure. 
  • All of your attacks deal an additional d8 of thunder damage.

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

Previous Versions

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5/14/2022 5:50:20 PM
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