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Oath of Storms

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

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