Paladin
Base Class: Paladin

The Oath of Storms demands of a Paladin the ability to embody the majestic freedom and terrible fury of the storm. Sometimes called tempests, storm knights, or hurricane warriors, these paladins live life as a whirlwind, wandering where needed and acting with relentless fervor. Some view themselves as virtuous, visiting merciless and unforeseen justice upon those who quell liberties while others revel in destruction, viewing it as a means of progress.

Many who swear this oath are devoted to ancient gods of chaos and justice. The tenants of these gods favor bold conviction and unstoppable purpose, producing an order of action and spontaneity. Followers will often adorn their armor and weapons in carved ruins that pay homage to their archaic deities, while others covet the scales and teeth of powerful storm-wielding monsters such as leviathans and blue dragons.

Arcane Storm Spells

An Arcane Storm Paladin gains the following Wizard spells at the paladin levels listed.

Paladin Level Spells
3rd Ice Knife, Thunderwave
5th Shatter, Scorching Ray
9th Fireball, Call Lightning
13th Fire Shield, Ice Storm
17th Cone of Cold, Telekinesis

Channel Divinity

An Arcane Storm paladin of 3rd level or higher gains the following two Channel Divinity options.

Thunderous Advance. As a Bonus Action, you can teleport to an unoccupied space you can see within 60 feet of you, using your Channel Divinity. When you do so, you create a thunderous boom which can be heard up to 500 feet away.

Wield the Storm. As an Action, you imbue yourself and weapon with the essence of lightning, using your Channel Divinity.

Any weapon you are holding becomes transformed into a tangible 3-foot lightning bolt. This weapon now deals 2d8 Lightning damage in place of its regular damage dice.It is a One Handed martial melee weapon with which only you are proficient with the Thrown property, out to 80/320 feet. When thrown in this way, the bolt instantly returns to your hand upon missing or striking its target. The weapon retains all original magical properties.

This effect lasts for 1 minute, or until you dismiss it at any time no action required.

Arcane Rejuvenation

As a bonus action, you can channel your arcane and divine magic and regain 2d8 hit points and cure one condition or disease affecting you. This feature can be used a number of times equal to your Wisdom modifier (minimum of one) before taking a short rest.

Storm's Herald

Beginning at 15th level, you gain immunity to Lightning and Thunder damage, and ranged attack rolls are made against you at Disadvantage. 

Avatar of the Tempest

At 20th level, as an action, you embody the fury of a raging storm. For 1 hour:

  • You gain a fly speed of 60 feet.
  • You may activate Wield the Storm as a Bonus Action at will. Additionally, when you hit an enemy with your weapon granted by Wield the Storm, you may have up to two creatures within 15 feet of the original target make a Dexterity saving throw. On a failure, they take 2d8 Lightning damage and half as much on a success as a bolt of lightning leaps to it. 

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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3/31/2020 2:40:52 AM
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