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Oath of the Storm

T
he Oath of the Storm is an oath as ancient as Conduit
storms themselves. Paladins who follow When you take this oath at 3rd level, you can choose to
tempest gods, such as Talos, Thor or Zeus, or convert any radiant damage you deal into lightning damage
with a strong connection to nature tend to
follow this oath. Through the natural chaos of Aura of the Storm
the tempest and armed with the power to Starting at 7th level, you and friendly creatures within 10 feet
destroy their enemies, Paladins of the Storm of you gain resistance to lightning and thunder damage. In
have a duty of maintaining the balance between evil and good. addition, as a bonus action, you can cause a strong wind to
And just like the storm has no personal goals, but is rather an billow around you until you dismiss it (no action required),
instrument of the skies and winds, a Paladin following this causing the following effects:
path must leave his past grievances behind and become and
instrument of the gods and nature. Unprotected, non-magical flames, torch sized or smaller,
are extinguished.
Tenets of the Storm The area counts as difficult terrain. You can choose any
The nature of the storms makes those who don’t understand number of creatures to be immune ti this effect.
them seem evil, but those who do know of their necessity. It expels vapor, gas, and fog that can be dispersed by
Paladins of the storm share these tenets. strong wind.
Calm before the Storm. Before the rain there is always a Strong winds have no effect on you.
small drizzle. Never strike unprovoked, talk before resulting At 18th level, the radius of the aura extends to 30 ft.
to violence. Esoteric Surge
Roaring Thunder. During conflict or otherwise, your Starting at 15th level, whenever a hostile creature within your
presence must be made known. A storm is always seen Aura of Storms attacks you and you are not incapacitated, it
approaching. takes lightning damage equal to your Charisma modifier.
Weather the Storm. Through hardship you grow. When your avatar of the thunder gods is active, creatures
Embrace the pain that life throws at you and channel it to attacking you also take 2d8 lightning damage.
become stronger.
Clouded path. The skies of your future are not yet clear. Avatar of the Thunder Gods
Follow your path with faith and help those in need of At 20th level, you can use your action to become a thundering
guidance. avatar of the wrath of nature. For 1 minute crackling
electricity surrounds you and heavy winds bust around you,
Oath Spells as you reveal the raging storm within you.
You gain oath spell at the paladin levels listed.
You are immune to lightning and thunder damage.
Oath of the Storm Spells You gain a flying speed of 60 feet and you can't be knocked
Paladin level Spells prone.
3rd Zephyr Strike, Thunderwave You can use your action to blast your enemies with
lightning. Target one creature within 30 feet of you. The
5th Gust of Wind, Shatter target must succeed on a Constitution saving throw
9th Lightning Bolt, Wind Wall (against your Paladin spell save DC ) or take 4d8 lightning
13th Freedom of Movement, Storm Sphere
damaged and be pushed 10 feet away from you or 4d8
thunder damaged and be deafened. On a successful save
17th Maelstrom, Cloudkill the target take half damage and doesn’t suffer ay addition
effect.
Channel Divinity Any creature you choose that starts its turn within 10 feet
When you take this oath at 3rd level, you gain the following of you take 2d8 lightning damage.
two Channel Divinity options. Once you use this feature, you can't use it again until you
Destructive wrath. You can control the surging power of finish a long rest.
the storm to destroy those who oppose you. When you roll
lightning or thunder damage, you can use you Channel
Divinity to deal maximum damage, instead of rolling.
Open Skies. You have become one with the powers of the
storm, allowing you to bend it to your will. As an Action you
can present your holy symbol and speak word of protection
and warding. You can disperse any natural storm within one
mile of you, after concentrating for 1 minute, like
concentrating on a spell.

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