Base Class: Paladin
Choosing the Oath of the Storm, you swear yourself to embody the wild power of a true maelstrom. The tenets of a storm paladin are:
Wild and Free
No chains can bind a storm, and as such no other creature shall hold dominion over you.
Swift Destruction
Strike as quick as lighting, and do not hesitate in the face of opposition.
Inspire Awe
Be the thunder that rumbles the heart, and invoke respect and fear with every step.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Tempestuous Weapon. As an action, you can imbue one weapon that you are holding with tempestuous energy, using your Channel Divinity. For 1 minute, attacks made with that weapon deal an additional 2d4 lightning damage. The weapon emits dim light in a 20-foot radius, and if the weapon is not already magical, it becomes magical for the duration.
While your weapon is imbued in this way and you successfully strike a creature with this weapon, you can choose to use your reaction to cause the weapon to boom with thunderous energy. The target must make a strength saving throw. On a failure, they are pushed back 15 feet or knocked prone. Once you use this feature, the effect of channel divinity ends immediately.
You can also end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Heart of the Storm. As an action, you beseech the skies above to lend you their power, using your Channel Divinity. For 10 minutes, you gain a flying speed equal to your walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
In addition, your eyes flash with crackling lighting, and you gain advantage on charisma (Intimidation) checks for the duration.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Storm Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
Thunderwave, Feather Fall |
|
5th |
Gust of Wind, Skywrite |
|
9th |
Thunder Step, Call Lightning |
|
13th |
Conjure Minor Elementals, Elemental Bane |
|
17th |
Maelstrom, Commune With Nature |
Aura of Storm
Starting at 7th level, you and friendly creatures within 10 feet of you have resistance against lightning and thunder damage, in addition to a +2 bonus to AC against ranged attacks while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Ride the Lightning
Beginning at 15th level, you gain immunity to lighting and thunder damage. In addition, when you would normally take lightning damage, you can use your reaction to gain temporary hitpoints equal to your Paladin level.
Avatar of the Tempest
At 20th level, as an action, you can transform into the living embodiment of a raging storm.
For 1 minute, you gain advantage on dexterity saving throws. In addition, you can use your bonus action to leap in a flash of lighting to a spot you can see within 60 feet of you. When you do so, each creature within 10 feet of your destination must make a dexterity saving throw, being knocked prone if they fail.
Additionally, whenever a creature within 30 feet of you hits you with an attack, they receive 2d8 lightning or thunder damage (your choice).
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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12/16/2019 9:13:51 PM
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0.1
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Coming Soon
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