Paladin
Base Class: Paladin

The Dark Sky paladin exemplifies the freedom and righteous fury embodied by storms. They have a great sense of change and wanderlust, with lives as dynamic as the passing winds.

The tenets of the Oath of Dark Skies are as follows:

Unburdened: Don’t grow attachments to places or things. You must be unrooted as the clouds.
Unyielding: Your loyalty to your convictions defines you. You must be relentless as the hurricane.
Unconquered: You will suffer no master nor tolerate a tyrant. The storm cows to no one, and neither shall you.
Unmuted: Your voice will ring out and be heard, empowering others to do the same. You must be as boisterous as the thunder.
Unhesitating: Your actions must be swift, and your judgements even swifter. You must be as unforgiving as the lightning.

Oath of Dark Skies Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Dark Skies Spells table, you thereafter always have the listed spells prepared.

Oath of Dark Skies Spells
Paladin Level Spells
3 Fog Cloud, Thunderwave
5 Gust of Wind, Shatter
9 Thunder Step, Lightning Bolt
13 Ice Storm, Control Water
17 Maelstrom, Control Winds

Channel Divinity

3rd-level Oath of Dark Skies feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Thunder Spear. As a bonus action, you can use your Channel Divinity to summon a 15 piece clutch of six foot long lightning bolts that last for 10 minutes, or until you throw all 15. The bolts count as a One Handed martial melee weapon with which only you are proficient with the Thrown property, out to a range of 80/320 feet.

As an action, you may throw a bolt as a ranged weapon attack, dealing 2d8 lightning damage on a successful hit. You may use your Divine Smite on a hit from one of your bolts.

Strike Like Lightning. As a bonus action, you use your Channel Divinity to teleport to a point you can see up to twice your walking speed away. All creatures within 10 feet of where you appear must make a Constitution saving throw against your spell casting DC.

On a failure, creatures take 2d8 thunder damage and are thrown backwards 10 feet. On a success, creatures take half the damage and remain in place. The next creature you successfully hit with a melee weapon attack after teleporting this way takes an additional 2d8 lightning damage.

Crackling Aura

7th- and 18th-level Oath of Dark Skies feature

You emanate a 10 foot radius aura of highly volatile storm energy. Electrical arcs snap outwards from your body, and a notable charge hangs in the air where you walk. You may convert any damage dealt dealt by you or an ally within this aura to either lightning or thunder damage.

  • If the damage becomes lightning, you may have up to two other creatures within 10 feet of the target take half of the damage in lightning damage.
  • If the damage becomes thunder, the effected creature(s) must make a Strength saving throw against your spell DC or be knocked back up to 10 feet in a straight line.

At 18th level, this aura increases to a 30 foot radius.

Surge of Power

15th-level Oath of Dark Skies feature

Your divine smites now ripple with raw electrical energy. Whenever you hit a creature with your Divine Smite, you create an area of electrified terrain centered on the creature and extending outwards 10 feet in every direction. The area remains for 1 minute.

This area of energized ground causes creatures to become electrically charged. When a creature moves through this area, you may use your reaction to send a charged bolt crashing down on them. The creature must make a Dexterity saving throw against your spell casting DC.

On a failure, the creature takes 3d8 lightning damage, and has their speed drop to 0 until the start of their next turn. On a success, the creature takes half the damage and their movement speed is unaffected. If a creature is wearing or carrying anything metal, they make their save with disadvantage.

Stormbringer

20th-level Oath of Dark Skies feature

You can call upon the gods of storms and chaos to imbue your body with their awesome might. Once per long rest, as a bonus action, you may raise your hands to the sky and say a prayer. The skies around you will churn and turn black as ink. A massive bolt will strike your body, illuminating your whole figure in a crackling blue light, with forks of lightning discharging from you like angry vipers. For 1 minute you gain the following:

  • Your weapon attacks now deal an additional 2d12 lightning damage.
  • Whenever you deal lightning damage to a target, you may choose up to 5 other targets you can see within 120 feet of you and deal half that much lightning damage to each of them. This additional source of lightning damage does not cause this feature to occur a second, third, etc. time.
  • At the start of each of your turns, choose 5 targets that you can see within 120 feet of you. Colossal pillars of lightning blast down from the heavens, dealing 5d12 lightning damage to each of them.

Comments

Posts Quoted:
Reply
Clear All Quotes