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# Paladin: Oath of the Storm The Oath of the Storm is for paladins who crave freedom. World wanderers and thrill seekers alike, paladins of this oath follow their own path, wherever that may lead. However, much like a storm, while on the exterior they may seem wild and chaotic, the true heart of the Oath of the Storm is about tranquility. Many who start down a destructive path find peace of mind and understanding through the Oath of the Storm. ### Tenets of the Storm Though the exact words and strictures of the Oath of the Storm vary, paladins of this oath share these tenets. - ***Follow the Winds.*** Everyone must walk their own path. Go where the winds take you, and you'll find yourself where you are needed. - ***Strike Decisively.*** Like a bolt from the blue, move with intent. When others falter and balk, act. - ***Abate the Storm.*** Do not let the storm overtake you. Harness your wrath and channel it, but do not bend to it. ### Oath Spells You gain Oath Spells at the Paladin levels listed. ##### Oath of the Storm Spells | Paladin Level | Spells | |:----:|:-------------| | 3rd | *Fog Cloud, Thunderwave* | | 5th | *Shatter, Warding Wind*| | 9th | *Lightning Bolt, Thunderstep* | | 11th | *Freedom of Movement, Storm Sphere* | | 17th | *Control Winds, Destructive Wave* | ### Channel Divinity When you take this oath at 3rd Level, you gain the following two Channel Divinity options. ***Call to the Winds.*** You can use your Channel Divinity to summon winds to buffet your foes. As an action, one creature within 30 feet of you becomes surrounded by impeding winds for 1 minute or until you lose concentration (as if concentrating on a spell). Whenever the creature moves for the first time on a turn, it must make a Strength saving throw. On a failure, it takes bludgeoning damage equal to 1d6 plus your paladin level, and it is considered to be moving through difficult terrain until the end of the current turn. On a success, it takes half as much damage and is not impeded. \columnbreak ***Thundering Blow.*** You can use your Channel Divinity to imbue your strikes with the thunderous power of the storm. Immediately after you hit a creature with a weapon attack, you may use your Channel Divinity to force the creature to make a Strength saving throw. On a failure, the creature takes 2d8 thunder damage, and is pushed up to 30 feet away and knocked prone. On a success, it takes half as much damage, and is not pushed or knocked prone. ### Aura of Storms Beginning at 7th level, the enduring power of storms surrounds you. You and friendly creatures within 10 feet of you have resistance to lightning and thunder damage, and cannot be pushed or knocked prone against their will. At 18th level, the range of this aura increases to 30 feet. ### Storm Caller At 15th level, you can call down bolts of lightning from the sky to devastate your foes. As an action, choose a point you can see within 120 feet. A bolt of lightning flashes down from the sky to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 4d10 lightning damage on a failed save, or half as much damage on a successful one. You cannot use this ability underground or indoors. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. ### Storm Channeler At 20th level, you become a conduit for the catastrophic power of the storm. As a bonus action, you gain the following benefits for 1 minute: - You gain immunity to lightning and thunder damage. - You gain a flying speed of 60 feet and can hover. - Your weapon attacks and unarmed strikes deal lightning or thunder damage (your choice). - Once per turn, when you roll lightning or thunder damage, you can add your paladin level to the damage total. Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.