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. However, storm knights, as they are often
called, have a long memory for vengeance 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

You gain oath spells at the paladin levels listed in the Oath of the storms Spells table. Spells marked with an asterisk are new spells. See the Sacred Oath class feature for how oath spells work.

Oath of the storm Spells
Paladin Level Spells

3rd

fog cloud, [Tooltip Not Found]

5th

gust of wind, hold person

9th

call lightning, wind wall*

13th

control water, ice storm

17th

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 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 that you
choose. 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.

Storm soul

Starting at 15th level, you have resistance to lightning
damage.
Additionally, whenever a creature you can see
within 5 feet of you hits you with a melee attack,
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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