Base Class: Paladin
The god of strength and storms - prayed to for help against the powerful blizzards in the area. Where thunder cracks and conflict rises, prayers to the Stormlord are shouted into the maelstrom. The Stormlord’s followers revel in all tests of strength, and his blessing finds those who prove themselves in combat. He is worshiped by athletes and warriors across Akiathus and his will exalts those whose force of spirit and penchant for victory call his attention. He brings tumultuous storms over land and sea, and those who wish for clearer skies offer their praises and prayers in hopes of appeasing his will.
Commandments of the Stormlord:
- Bravery above all. There is no glory in cowardice.
- Strength is the path to greatness, but greatness is the responsible use of strength.
- The glory of the Stormlord lives through your glory on the battlefield.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Thunder Leap. As an action, you can choose to jump up to your movement speed in any direction. When you do this, you can choose to have lightning explode around you when you land, forcing all creatures in a 5 foot radius to make Dexterity saving throws. On failure, they take damage equal to 2d6 + Charisma modifer and are knocked back 5 feet or half as much on a success and they don't get knocked back.
Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Stormlord Spell
| 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 |
Aura of Warding
Beginning at 7th level, a storm of thunderous energy forms around you. You and friendly creatures within 10 feet of you are coated with the storms energy. Whenever an enemy attacks someone coated in this storm with a melee attack, the attacker takes 1d4 thunder damage.
At 18th level, the range of this aura increases to 30 feet.
Thunder Dome
Beginning at 15th level, you can summon a dome of whirling thunderclouds that encircles you. As an action, you create a stationary dome in a 10 foot radius centered on you for 10 minutes. The walls of this dome heavily obscure the interior, are 5 feet thick, and are treated as difficult terrain. Any time a creature attempts to willingly pass through the dome, they must succeed a Strength saving throw or take 3d8 thunder damage and be pushed back 5 feet. On a success, the creature takes half damage and is moved to the nearest empty space outside of the dome. The dome disappears if you fall unconscious, or if you dispel it as a bonus action.
Once you use Thunderdome, you cannot use it again until you complete a short or long rest.
Avatar of the Tempest
At 20th level, as an action, you can mantle the powers of a tempest deity. 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 (DC {{savedc:str}}) 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.
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