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.
Follow the Winds. Everyone must walk their own path. Go where the winds take you, and you'll find yourself where you are needed.
Strike Decisively. Like a bolt from the blue, move with intent. When others falter and balk, act.
Abate the Storm. Do not let the storm overtake you. Harness your wrath and channel it, but do not bend to it.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Destructive Wrath. You can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll Lightning or Thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.
Thunderous Rebuff. When you take damage from a creature within 5 feet of you, you can use your reaction to halve the damage. Condensed sound erupts out from your body, and the creature who damaged you must make a Constitution saving throw. A creature takes thunder damage equal to 2d8 plus your paladin level on a failed save, or half as much damage on a successful one.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Storm Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Lightning Strikes
When you take this oath at 3rd level, you can choose to convert any radiant damage you deal into Lightning or Thunder damage.
Aura of the Storm
By 7th level, you and friendly creatures within 10 feet of you gain resistance to lightning and thunder damage. In addition, as a bonus action, you can cause a strong wind to whirl around you until you dismiss it as another bonus action, causing the following effects:
- Unprotected flames, torch-sized or smaller, are extinguished.
- The area counts as difficult terrain. You can choose any number of creatures to be immune to this effect.
- It hedges out vapor, gas, and fog that can be dispersed by strong wind.
At 18th level, the radius of this aura extends to 30 feet.
Aura of the Cyclone
Starting at 15th level, whenever a hostile creature within your aura makes an attack against you and you are not incapacitated, it takes lightning damage equal to your Charisma modifier.
Avatar of the Tempest
At 20th level, you can mantle the powers of a tempest deity. Using your action, you undergo a transformation. For 1 minute, your body crackles with thunder and lightning, and your eyes glow blue, revealing the raging storm within. You gain the following benefits:
- You are immune to lightning and thunder damage.
- You have a fly speed of 60 feet. If you move 20 feet or more straight toward a creature right before hitting it with a melee attack, the attack deals an extra 1d10 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a STR saving throw or be pushed 10 feet away from you and knocked prone.
- Lightning and thunder damage you deal bypasses resistance, and immunity only halves the damage. Creatures cannot benefit from the Lightning Absorption trait from damage you deal.
Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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