Oath of Storms

by CaptainInvictus

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Art Credit: Hyeong-seop Lim

Oath of Storms

While not as widespread as other oaths, the Oath of Storm is ancient beyond measure. Paladin's who take the oath of the storm embody the chaotic, ever changing nature of the storm. For these Paladins, laws are merely chains that hold back true progress. Sometimes called Agents of Chaos, knights of the storm live in the moment, seeking great challenges to test their strength.

Tenets of the Oath of Arcana

Adherents to this Oath often dedicate themselves to bringing down established powers.

Change is Life. All golden ages end, all cities fall to ruin, all civilizations fade; only through accepting the inevitablity of death can we be truly alive.
  Laws are Chains. Rules are made by the few to subjugate the many. Justice is simply the perogative of the current power.
  Freedom is All. It is better to die free than live a slave.

Oath Spells

You gain oath spells at the paladin level listed.

Oath of Storm Spells
Paladin level spells
3rd thunderwave, fog cloud
5th shatter, gust of wind
9th lighting bolt, thunder step
13th control water, storm sphere
17th control winds, steel wind strike

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
 The Eye of the Storm As an action, you present your holy symbol and find peace in the midst of conflict. Wind swirls around you, shielding your body from harm. You gain a +2 to your Armor Class and have advantage on strength and wisdom saving throws for one minute or until you move from your space.

The Name of the Wind As an action, you focus your senses and listen for the ever changing name of the wind. For one minute or until your concentration ends (as if you were concentrating on a spell), you have a flying speed of 30 feet. You cannot hover while flying this way.

Aura of Storms

Starting at 7th level you can emanate an aura of storms (no action required). The aura extends 10 feet from you in every direction, but not through total or three fourths cover. The aura is difficult terrain for hostile creatures.

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

Storm's Wrath

Starting at 15th level, your strikes bring with them the full might of the storm. Whenever you hit a creature no more than one size larger than you with a melee attack, you can choose to push that creature 10 feet away from you. If you do, that creature must make a Strength or Dexterity saving throw (its choice) or fall prone. You can use this feature no more than once each turn

Avatar of the Hurricane

At 20th level, you can become a living embodiment of a hurricane, gifted with unstoppable force of a mighty storm. Your eyes glow with incredible power and a crackling aura of lighting surrounds you. Using your action, you undergo a transformation. For 1 minute you gain the following benefits:

  • You gain a flying speed equal of 60 feet, and you immediately begin hovering 1 foot above the ground.
  • You can cast your paladin spells without any verbal, somatic, or material components (provided they do not have a listed cost.). Additionally whenever you cast a paladin spell that deals lighting or thunder damage and has a casting time of 1 action, you can cast it using a bonus action instead.
  • You can concentration on two spells at the same time. You make seperate constitution saves to maintain concentration for each spell.

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

 

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