BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Oath of Storms

The Oath of Storms is as ancient as the primordial storms themselves; these Paladins have treaded many shores by land or sea. An unmoving force of nature, these warriors strive to give freedom to those who need it and punishment to those who deserve it. While some say the sea is their home, their call is as unbound as it needs to be. No matter when, no matter where, always leading the charge for a better future, these soldiers strike evil upfront. When the air sparks with electricity, the winds boom with raging clouds and the rain waters the earth a change is brewing... be it as destructive or as soothing as they see fit, these warriors embody a boundless spirit and wrathful storms.   Paladins who swear this oath are sometimes known as Storm Knights, Gale Knights, Thunder Blades, or Booming Templars.

Tenets of the Storm

Treading a fine line between destruction and chaos, some even question the legitimacy of such an Oath. Nevertheless, these Paladin are bound by some measure of law and order, lest they become as wild as the storms they wield.   Lightning. Be a force to be reckoned with. When the world demands action you shall act, no matter what stands in your way.   Thunder. Soaring through lasting distances, never failing to be heard. Others shall hear your voice and may your actions speak louder.   Downpour. The cycle begins anew. When your duty is done, you must lay out the means of recovery for those caught off-guard in your quarrels.
Oath of Storm Spells
Paladin Level  Spells
3rd  fog cloud, thunderwave
7th  gust of wind, misty step
9th  call lightning, tidal wave
13th  freedom of movement, watery sphere
17th  maelstrom, steel wind strike

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  • Thunderous Revenge. You can use your Channel Divinity to strike back with the fury of a storm. Immediately after a creature you can see within 30 feet of you deals damage to you with an attack, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes lightning damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
  • Thunderclap. As a bonus action, you can soar through the blue horizon like a thunderous boom. For 10 minutes, you gain a flying speed equal to your walking speed. This benefit works only in short bursts, meaning you fall if you end your turn in the air and nothing else is holding you aloft.

Lightning Strike

When you take this Oath at 3rd level, you can choose for your Divine Smite feature to deal lightning or thunder damage (your choice) instead of radiant damage. At higher levels, this benefit also extends to your Improved Divine Smite feature.

Vortex Aura

Starting at 7th level, you can use your bonus action to summon a strong wind to whirl around you in a 10-foot radius until you dismiss it on your turn (no action required). While your vortex is active, its area counts as difficult terrain for creatures that you choose. The wind extinguishes unprotected flames, such as candles and torches, and disperses gases and vapors within its area.   At 18th level, the radius of this aura extends to 30 feet.

Thunderous Wrath

At 15th level, your strikes are imbued with remnant sparks of the raging storms. Whenever you deal lightning or thunder damage with a weapon attack, you can add your Charisma modifier (minimum of 1) to the damage roll.

Eye of the Storm

At 20th level, as an action, you can mantle yourself in the pure elemental wrath of storms. For 1 minute, your body crackles with azure energy, and your eyes glow bright, revealing a raging tempest within. You gain the following benefits:
  • You are immune to lightning and thunder damage.
  • You gain a flying speed of 60 feet and can hover.
  • Lightning or thunder damage you deal bypass resistances and treat immunities as resistance instead.
  • You can cast the spell call lightning as a bonus action on your turn as a 5th level spell without using a spell slot or spell components, and can use your bonus action to call down lightning using the spell on subsequent turns. Casting this spell in this way doesn't require concentration, but you can only maintain one instance of this spell active at a time for the duration of this feature.
Once you use this feature, you can't use it again until you finish a long rest.

Back to Paladin

Notable Organizations

The Adventurers Guild 
The Grand Temple/The Templar Legion 
The Storm Heralds

Comments

Please Login in order to comment!