Paladin
Base Class: Paladin

The chaotic nature of storms makes some question the necessity or legitimacy of these tenets, but nevertheless these are the words that have been passed down for countless generations by warriors who have lived and died by them.

Be Decisive. Lighting never strikes twice. Make sure you never need to either.

Embrace Change. Storms wash away old things. Do not fear to clear away the rot when deciding what needs to be done.

Confident like Thunder. A storm chooses its own path, and will not be swayed by the efforts of man.

Become the Gale. It is not your place to remain in one area for long. There are many more battles to be won on the next horizon.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Storm Lords Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Storm Lord Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Weapon of the Storm. As an action, you can imbue one weapon that you are holding with the power of the storm, using your Channel Divinity. For 1 minute, your weapon deals lightning damage instead of its normal damage type and it becomes magical, if it is not already magical.

You can 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.

Thunderous Guard. When a creature within 5 feet of you hits you with an attack, you can use your reaction to push the creature 15 feet away from you.

Storm Lord's Might

At 3rd level, your strength becomes like that of a storm and may change all radiant damage from Divine Smite you deal to lightning or thunder.

Aura of the Storm

Starting at 7th level, the very air around you begins to thrum with energy. 

While you are conscious, you and all friendly creatures within 10 feet of you gain resistance to lightning and thunder damage. In addition, as a bonus action, you can cause a strong wind to whirl around you until you dismiss it (no action required), causing the following effects:

Unprotected flames, torch-sized or smaller, are extinguished.

It hedges out vapor, gas, and fog that can be dispersed by strong wind.


At 18th level, the radius of this aura extends to 30 feet.

Vengeance of the Storm

Starting at 15th level, those who dare to strike you are punished for their audacity. Whenever a creature hits you with an attack, that creature takes lightnning damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Storm's Fury

At 20th level, you gain the ability to harness the very fury of a storm. As an action, you can magically become an avatar of the storm, gaining the following benefits for 1 minute:

  • You have immunity to all lightning and thunder damage.
  • You gain 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 1d8 thunder damage and 1d8 lightning damage. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. Creatures of size Huge and larger have advantage on this saving throw.
  • Lightning or Thunder damage you deal ignores resistances and immunity only halves the damage.

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