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8-4-2019 The Homebrewery - NaturalCrit

Paladin - Oath of Storms

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aladins who swear the Oath of Storms commit Gale Strike. You speak a word of power, causing up to two
themselves to a restless life. They are to be the melee weapons of your choice that you are currently holding
first frontier against forces of evil; to strike it to gain the Thrown (20/60) property. This effect lasts for 1
down fiercely before it can do harm. Their minute, ending early on a weapon when you make an attack
belief is that in order to fight the adversaries of roll with it. An affected weapon is considered magical for the
chaos, one must wield chaos itself. This purposes of overcoming damage resistance and immunity.
devotion to their cause often leaves behind a When you take the Attack action and make a ranged attack
trail of destruction, not unlike a real storm has passed with an affected weapon as part of the action, you can use
through. This causes many to consider the paladins of the your bonus action to recall the weapon to a free hand.
Oath of the Storm to be reckless and some even consider
them to be even more dangerous than the evil they fight. Divine Conduit
Paladins swearing this Oath usually lean towards Neutral or When you take this oath at 3rd level, you can choose to
Chaotic alignments. convert any radiant damage you deal into lightning damage.
Tenets of the Storm Aura of the Tempest
The chaotic nature of the Storm makes some question the Starting at 7th level, you and friendly creatures within 10 feet
necessity or legitimacy of these tenets, but nevertheless these of you gain resistance to lightning and thunder damage. In
are the words that have been passed down for countless addition, friendly creatures that start their turn in the aura, or
generations by warriors who have lived and died by them. move into the aura on their turn, can move an additional 10
Bright as Lightning. Become the shining beacon of the feet until the end of their turn.
storm. Stand proud in the face of adversity with your hands At 18th level, the radius of this aura extends to 30 feet.
and weapons up to the skies.
Loud as Thunder. State your allegiance loud and proud.
An approaching storm can be seen from miles away. Don’t Breaker of Winds
lower yourself to trickery. Starting at 15th level, you take half damage from falling and
Swift as the Wind. You must never stay too long in one cannot be knocked prone while you are conscious, unless you
place and change like the wind itself. Your justice and choose to do so. Whenever a willing and conscious creature
retribution must be swift and fast: evil is never bound in one within your Aura of the Tempest would be knocked prone,
place and neither should you. you can use your reaction to prevent them from being
Calm before the Storm. Be patient, but do not be knocked prone.
hesitant. When evil does not yield, strike without thinking
twice.
Eye of the Storm. Don’t let surrounding chaos cloud your Avatar of the Tempest
mind. Be the beacon of light in otherwise dark skies. At 20th level, you can use your action to become a
thunderous beacon of the storms. For 1 minute, heavy winds
Oath Spells surround you and lightning crackles along your skin, arcing
You gain oath spells at the paladin levels listed. off your body to nearby surfaces or clouds. You gain the
following effects:
Oath of the Storm Spells
Paladin Level Spells You are immune to lightning and thunder damage.
You gain a flight speed of 40 feet.
3rd Zephyr Strike, Thunderwave Any creature you choose that starts its turn within 10 feet
5th Gust of Wind, Warding Wind of you takes 2d8 lightning damage. Additionally, any
creature that touches you or hits you with a melee attack,
9th Call Lightning, Wind Wall takes 2d8 lightning damage.
13th Freedom of Movement, Storm Sphere You can use your action to send out blasts of lightning.
17th Control Winds, Maelstrom Target one creature within 60 ft. The target must succeed
on a Constitution saving throw (using your Paladin spell
save DC) or take 4d8 lightning damage and be pushed
Channel Divinity back up to 10 ft. and knocked prone. On a successful save
When you take this oath at 3rd level, you gain the following the target takes half damage and isn’t pushed or knocked
two Channel Divinity options. prone.
Thunderflash. As an action, you raise your hand or Once you use this feature, you can't use it again until you
weapon to the skies to unleash a thunderous discharge. Each finish a long rest.
creature other than you within a 10 foot sphere centered on
you must make a Constitution saving throw, or be
incapacitated and blinded until the end of your next turn, and
deafened for 1 minute. The thunderous sound is audible from
300 feet away. OATH OF STORMS, by /u/Rhazior.
Retrieved from username Rhazior on
https://DMsGuild.com/
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