Paladin
Base Class: Paladin

The power of the storm flows through you like lightning through clouds. Storm Breakers strike fast and hit hard, often leaving your opponents blinded by the light you leave as you slash your way through their armor. Storm Breakers are the embodiments of the storms themselves and are devout to the gods that wield them.

Storms are chaotic and peaceful all at once, as you grow in strength, so does the storm that follows you. Show the power the storm can bring to all those oppose it but never bring harm to those that seek shelter from the rain.

TENETS OF STORM BREAK

You find yourself at peace in raging storms and it feels too quiet when one isn’t on the horizon.

Thunderclap And Flash: You are as swift as the vary lighting that cracks through the sky; make decisions quickly and precisely.

The Thunder Rolls: Never fear to act as the storm does not scare you although caution is wise.

When It Rains It Pours: Treat others with fairness, and let your honorable deeds be example to them. Do as much good as possible with the least amount of harm.

Mjolnir's Might: If you must fight you shall not be defeated, and as long as you are alive and breathing your comrades will survive too (ensure other’s safety over yours)

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.

Zeus’s Boon: As an action, you can call upon the power of the storm to create a protective shield around yourself or an ally within 30 feet. The shield provides temporary hit points equal to your paladin level + your Charisma modifier.

Thunder Struck: As a bonus action you channel the mighty roar of thunder into your strikes for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can force a creature to make a strength saving throw against your spell save DC or be knocked prone and take 1d6 thunder damage.
This increases to 2d6 at level 5, 3d6 at level 9, 4d6 at level 13, and 5d6 at level 17

STORM BREAKER SPELLS

3rd Absorb Elements, Thunderwave
5th Misty Step, Shatter
9th Call Lightning, Haste
13th Control Water, Storm Sphere
17th Maelstrom, Cone of cold

AURA OF THE TEMPEST

Starting at 7th level, you allow you and your allies to conduct the mighty power of the storms within them. While you’re not incapacitated, you and creatures of your choice within 10 feet gain resistance to lightning and thunder damage along with immunity to being frightened.

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

EYE OF THE STORM

Starting at 15th level, you've learned how to channel the wrath of the storm against those who would dare harm you. When a creature you can see within 30ft hits you with attack, you can force that creature to make a dexterity saving throw against your spell save DC or take 5d6 lightning damage, or half as much on a success. You may use this a number of times equal to your charisma modifier per long rest.

THOR'S CHAMPION

At 20th level, you gain the ability to temporarily become an avatar of the storm. As a bonus action, you gain the following benefits for 1 minute:

- You gain immunity to Lightning and Thunder damage, and ignore resistances to Lightning and Thunder damage.

- Your walk speed increases by 10ft and you gain a swim and fly speed equal to your walk speed.

- You can cast the Control Weather spell once per the duration.