Paladin
Base Class: Paladin

The Oath of Storms calls paladins to the salty brine and choppy seas, the altar of the raging storm. Paladins who swear this oath embrace the sea’s dispassionate neutrality, and uphold few core tenets. With rare exceptions, these paladins are directionless crusaders, guided by the winds and tide, and might maintain distant lighthouses, hunt down vicious pirates, or seek undiscovered lands, as the gales dictate. Storm knights, as they are often called, have a long memory for vengeance, however, and deep penchants for superstition. Always listen to the wisdom of a storm knight, lest the winds turn foul and the ocean tempestuous.

Oath Spells


1st fog cloud, thunderwave
3rd gust of wind, hold person
5th call lightning, wind wall
7th control water, ice storm
9th commune with nature, hold monster

Channel Divinity

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

Thunderous Revenge. You can use your Channel Divinity to strike back with the fury of a storm. Immediately after a creature you can see within 30 feet of you deals damage to you with an attack, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes lightning damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Walk on Waves. As a bonus action, you can use your Channel Divinity to befriend the sea. For the next hour, you gain the benefits of the water walk spell, and your movement speed doubles while you are walking on water.

Vortex Aura

Starting at 7th level, you can use your bonus action to summon a strong wind to whirl around you in a 10-foot radius until you dismiss it on your turn (no action required). While your vortex is active, its area counts as difficult terrain for creatures other than you. The wind extinguishes unprotected flames, such as candles and torches, and disperses gases and vapors within its area. At 18th level, the radius of this aura extends to 30 feet and you can choose creatures within the aura to be unaffected by it.

Storm Soul

Starting at 15th level, you have resistance to lightning damage. Additionally, when a creature within 5 feet of you attacks you while you are not incapacitated, it takes lightning damage equal to your Charisma modifier.

Thunder God

At 20th level, as an action, you can mantle yourself in the powers of a tempest deity. For 1 minute, your body crackles with thunder and lightning, and your eyes glow blue, revealing a raging storm within. You gain the following benefits:
• You are immune to lightning and thunder damage.
• You gain a flying speed of 60 feet.
• You can cast the spell call lightning as a bonus action on your turn as a 5th level spell without using a spell slot or spell components, and can use your bonus action to call down lightning using the spell on subsequent turns.


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

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