Base Class: Paladin
TENETS OF THE THUNDEROUS HURRICANE
- 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
Thunderous Rebuke:
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.
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 Spells
Oath of The Thunderous Hurricane
Paladin Level: |
Spells: |
3rd |
Thunderwave, Shield |
5th |
Thunderstep, Shatter |
9th |
Haste, Call Lightning |
13th |
Storm Sphere, Fly |
17th |
Passwall, Control Winds |
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.
Hurricanes Aura
Starting at 15th level, you exude an aura of violent winds when threatened.
The area within 10 feet of you is considered difficult terrain for your enemies. Additionally, you may convert any Lightning damage you deal in this area to Radiant damage, and any Radiant damage into Lightning damage.
At 18th level, the range of this aura increases to 30 feet.
The Living Storm
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.
- Allies within your Hurricanes Aura gain the bonuses of your Storm’s Herald class feature.
- Any enemies within your Hurricanes Aura must make a Dexterity saving throw. On a failure, they take 6d8 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.