Paladin
Base Class: Paladin

The Oath of the Tempest calls to paladins who, unconventionally, fight for for freedom above all. Sometimes called storm knights or fate knights, paladins who swear this oath believe those who oppose the natural, free order of the world must be stopped at all costs - be they tyrants who seek to impose their will or cults who raise undead and other abominations.  These paladins strive to inspire awe from their allies and fear from their enemies. They channel the fury of the storm through their weapons and armor to deliver swift justice upon their foes. 

TENETS OF THE TEMPEST

The Oath of the Tempest is about protecting and fighting for freedom - the exact words of the tenets therefore vary from paladin to paladin, but generally follow the same core principles.

Natural Order of Chaos. Freedom is the natural state of the world. Those who seek to oppose it will succumb to the fury of the storm.

Always Darkest before Dawn. Fight to the end to protect what you believe in and those you care for. If you want to see the sunshine, you have to weather the storm.

Follow the Wind. Don't fight fate. You can adjust your sails, but you must still let the wind guide you.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Call of the Storm. As an action, you can imbue one weapon that you are holding with the fury of the storm, using your Channel Divinity. For 1 minute, whenever you hit an enemy with that weapon, you can cause enemies within 5 feet of your target to take lightning damage equal to your Charisma modifier (with a minimum bonus of +1). If the weapon is not already magical, it becomes magical for the duration.

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.

Lightning Conduit. You can use your Channel Divinity to invoke the storm's fury to stun a foe. As an action, you can cause lightning to course through a creature within 10 feet of you that you can see. The creature must succeed on a Constitution saving throw or be stunned. While stunned, the creature repeats the saving throw at the end of each of its turns. On a success, it shrugs off the electrical energy and frees itself.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Tempest Spells

PALADIN LEVEL

SPELLS

3rd

jump, thunderwave

5th

gust of wind, shatter

9th

haste, lightning bolt

13th

freedom of movement, ice storm

17th

cone of cold, legend lore

Aura of Awe

Starting at 7th level, you and friendly creatures within 10 feet of you gain the effect of the bless spell while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Eye of the Storm

Beginning at 15th level, whenever you hit a creature with a weapon empowered by Call of the Storm, it also takes additional lightning damage equal to your charisma modifier.

Avatar of the Tempest

At 20th level, as an action, you can channel the fury of the tempest. For 1 minute, a storm rages within 30 feet of you and you gain a flight speed equal to your movement speed.

The storm is difficult terrain for enemy creatures and whenever an enemy creature starts its turn within the storm, the creature takes 10 lightning damage.

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

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