Base Class: Paladin
TENETS OF THE STORM LORD
- Embodiment of Strength. Strength above all other things: strength of body, strength of mind, and, most importantly, strength of heart. Bravery is the nourishment for a strong mind and a strong body. Cast out all fear; it is a parasite that will leach all your strength if you allow it.
- Swift Justice. Do not hesitate in your actions. Be ready to protect the righteous and strike down the wicked at a moment's notice. The only death is a quick, clean death.
- Unrelenting. Strike your foes with relentless ferocity until they can no longer resist your force. Death is a likely outcome for those that oppose you.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Storm's Fury. You can use your Channel Divinity to invoke the thunderous might of the Storm. As a bonus action, you create a thunderclap centered on you in a 10-foot radius. Creatures must succeed on a Strength saving throw or be deafened and knocked prone.
Destructive Wrath. You can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Storm Lord Spells
| 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 |
Aura of the Hurricane
Beginning at 7th level, swirling winds whip around you as the storm brews. As long as you are not incapacitated, you are resistant to thunder and lightning damage. Also, ranged attacks against you and friendly creatures within 10 feet of you are made at disadvantage.
At 18th level, the range of this aura increases to 30 feet.
Heart of the Tempest
At 15th level, you embrace the duality of the storm.
Thunderous Rebuke. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 4d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Charisma modifier (minimum 1) per long rest.
Eye of the Storm. Once per turn, on a successful melee attack dealing thunder and/or lightning damage, you may regain hit points equal to half the thunder or lightning damage dealt (rounded down). You may use this ability a number of times equal to your Charisma modifier (minimum 1) per long rest.
The Raging Storm
At 20th level, you can assume the form of a raging thunderstorm. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
- Billowing thunderclouds lift you into the air and grant you a flying speed of 60 feet.
- You are immune to thunder and lightning damage.
- Lightning emanates from your body in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Dexterity saving throw or take 3d6 lightning damage and 2d6 thunder damage.
- While the aura lasts, you may use a bonus action on your turn to focus the gale force winds on one creature. That creature must make a Strength saving throw or be pushed back 10 feet and knocked prone. The creature must repeat the saving throw at the top of its turn; on a failure, the creature cannot get up this turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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3/27/2021 11:56:55 PM
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Coming Soon
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