Base Class: Paladin
Tenets of the Storm
- Equality : Every one is equal, when it rains, everybody get wet.
- Honesty : Lies and deceitfulness as no place in the heart of a storm.
- Strength: Be as powerful as the mighty wind.
- Calm after the Storm : Enjoy life at it's fullest.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Call of the Storm. As a bonus action, you can use your Channel Divinity to imbue your weapon with the power
to lay low your foes. For 1 minute, the weapon you are holding is considered magical and deals 1d8 additional Lightning damage.
Thunderboom. As an action, you smash weapon you are holding to the ground, using your Channel Divinity.Each creature you choose within 20 feet must make a Strength saving throw or be knocked prone In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
Oath Spell
You gain oath spells at the paladin levels listed.
Oath of the Stormbreaker
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 |
Storm throw
Starting at 7th level, all one -handed weapon you wield, are considered magical and have the Thrown property, with a range of 30/60 feet. When you gain extra attacks, you can expend an attack to ricochet the weapon on an other target within 15 feet from the target prior.At the end of your turn, your weapon returns to your hand.
Lightning rebuke
Starting at level 15, in response to being damaged by a creature within 60 feet of you that you can see, you can use your reaction to bring the wrath of the storm on your foe . The creature must make a Dexterity saving throw. It takes 4d10 lightning damage on a failed save, or half as much damage on a successful one.
Once you use this feature, you must finish a short or long rest before you can use it again
Avatar of the Storm
At level 20, you can become the avatar of the storm itself.
For 1 hour, you gain the following benefits:
- Wind makes you fly, the storm grant you a flying speed of 60 feet.
- A tornado of thunder and wind forms around you in a 30-foot radius. The first time any enemy creature enters the storm or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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5/4/2020 6:29:50 PM
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the spells are not showing in my spell list. can someone help?
this is awsome