Base Class: Paladin
Oath of the Storm
Those who take this oath are those prepared to protect those they care about at all costs, becoming living embodiments of nature's wrath to those who dare raise arm against them. Paladins who swear this oath are sometimes called storm bringers, usually gaining power through their resolve to protect and grow, or being chosen by a power over Storms(i.e., Kord, Zeus, Thor, Sylvanus, Melora, Beory, Habbakuk, Sashelas, Tarsellis etc.). Storm bringers are fierce champions of combat who strive to wage battle honorably, and not through unwanted bloodshed. Many often struggle with finding a balance between action and restraint, seeking out ways to challenge themselves in an effort to find personal growth.
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TENETS OF THE STORM
A paladin who swears the Oath of the Storm swears to walk a path of struggle and perseverance.
Struggle Through the Storm. Strength is not given or owed, it is earned through challenge and great effort to persevere each storm. Always seek out new storms to test yourself against in all things.
Shelter Ones Own Storm. Within everyone there is a storm; Know that even the smallest of us are capable of squall's wrath. Protect those without, lest they never find the thunder in one's own heart.
Thunder and Rain. Storms are both bringers of thunderous wrath and agents of healing rains. Like a storm, you must bring both equally in each hand. Do not let your storm run rampant towards self destruction, yet do not deprive others of the storms challenge with only stagnant rain.
I Am the Storm. Let those who speak of meek winds and mock the challenge of the storm learn to fear the sound of thunder.
Class Features-
Channel Divinity
3rd level "Oath of the Storm" feature
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Squall's Wrath. You can use your "Channel Divinity" to call upon the storm to ensnare your foes. As a bonus action, you can cause lightning to spring up and reach for creatures within 10 feet of you that you can see. The creatures must succeed on a Strength or Dexterity saving throw (its choice) or be Restrained. While Restrained by the lightning, the creatures repeat the saving throw at the end of each of their turns. On a success, it frees itself and the lightning vanishes.
Storm Sentinel. Faced with the choice of self preservation or action, you call upon the storm to shield others from harm.
When a creature (No bigger than one size category than your own) within 30ft of you is hit with an attack, you can use your channel divinity to switch places with the creature in a sudden flash of lightning. The attack is redirected and hits you regardless of your AC. The original target then gains temp HP equal to [2d8+ your level].
This increases to [2d12+ your level] at 15th level. Additionally at 15th level, the damage you would take is reduced by an amount equal to the total temp HP.
Oath Spells
3rd level "Oath of the Storm" feature
You gain oath spells at the paladin levels listed.
Oath of the Storms Spell List
You gain oath spells at the paladin levels listed. These spells are always prepared and do not count against your daily number of prepared spells.
Oath of the Storm Spells
| Paladin Level | Spells |
|---|---|
| 3rd | tempest retaliation, thunderwave |
| 5th | pass without trac, gust of wind, wind sprint |
| 9th | call lightning, thunder step |
| 13th | storm door, storm sphere |
| 17th | steel wind strike, freedom of the winds |
Aura of the Gale
7th level "Oath of the Storm" features
Beginning at 7th level, the gale winds within you are called upon to ward you and your allies from harm. You have a 10 ft aura of strong winds, thunder, and lightning. You can activate or deactivate this aura as bonus action.
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Ranged attacks that pass through the aura have disadvantage.
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Creatures of your choice gain resistance to Cold, Thunder, and Lightning damage while within this aura.
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It hedges out vapers, gases, and fog that can be dispersed by strong winds
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It snuffs unprotected flames in its area such as candles, torches, or small campfires.
This aura increases to 20 ft at 18th level.
Shield of Tempest
15th level "Oath of the Storm" feature
Starting at 15th level, while within your "Aura of the Gale". creatures of your choice lose resistance to Thunder and Lightning damage and treat immunity to either as resistance.
Whenever you deal Thunder or Lightning damage to a creature within your "Aura of the Gale", creatures of your choice within your aura gain temp HP equal to [1d12+ half your level].
Tempered Against the Squall
15th level "Oath of the Storm" feature
Starting at 15th level, you have become tempered against the storm. You gain the following features:
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When you spend a spell slot to use your "Divine Smite" paladin feature, you can choose to deal Thunder or Lightning damage instead of Radiant damage.
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You cannot be unwillingly moved, have your movement hindered, or take Bludgeoning damage by powerful air currents or winds, magical or otherwise.
(Some examples being; the spell "gust of wind", an adult red dragon's "wing attack", the spell "Whirlwind", etc.)
Avatar of Storms
20th level "Oath of the Storm" feature
At Level 20, you have become one with the storm, your appearance and physical traits changes to reflect the maelstrom within. This can manifest in different ways of your choice. For example; sparks of lightning periodically arc harmlessly off of you, your eyes and veins glow with blue light, your voice is always accompanied by muffled sounds of thunder, or whatever you and your DM agree upon.
Storm Bringer
20th level "Oath of the Storm" feature
As a Bonus action, you can become the storm, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a 5th level spell slot (no action required).
Supreme wind. Cyclone winds surround you, giving you a 60ft fly speed and can hover, and immunity to ranged weapon attacks.
Lightning strike. When you cast a spell from your "Oath of the Storm Spell List", when you spend a spell slot to us your "Divine Smite" paladin feature, or use your "Channel Divinity", you can choose one creature you can see within 30 feet of you to be struck by lightning (no action required). Dexterity Saving Throw (paladin spell DC). Failure: 4d6 Lightning damage. Success: half damage.
Eternal Sentinel. On each of your turns, should you have no uses of your channel divinity left, you can give yourself one. You can use your "Storm Sentinel" channel divinity once each round without taking a Reaction.
If you choose, the weather immediately begins to change to that of a storm. Weather conditions are changed within 5 miles of you and are determined from the control weather spell chart, starting at level 4 for Precipitation and Wind (no concentration required). The storm lasts for 8 hours or you can dismiss the storm as an action.
"Give me a storm that will tear the sky... Give me Lightning that will burn the world."
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