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Oath ofthe Storm

Dungeon Master’s Guild

Bring a storm to the enemies of your Order with this paladin subclass for the
world’s greatest roleplaying game
Credits

Design and editing: Lars Eirik Holte DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast
Some artwork © 2020 Dean Spencer, used with permission. product names, and their respective logos are trademarks of
All rights reserved. Wizards of the Coast in the USA and other countries.

Some artwork © 2020 Texture Haven, used with permission. This work contains material that is copyright Wizards of the
Some rights reserved. Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for
Dungeon Masters Guild.
Some fonts © 2020 The Fontry, used with permission.
All rights reserved.
All other original material in this work is copyright 2020 by
Lars Eirik Holte and published under the Community Content
Some fonts © 2020 Solbera, used with permission. Agreement for Dungeon Masters Guild.
Some rights reserved.

ON THE COVER

Dean Spencer illustrates an aasimar knight


in shining armor.

Credits
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Oath of the Storm
Binding oneself to the Oath of the Storm sets a storm arrives at shore. Just as the eye of a hurricane,
paladin on the path to becoming harbingers of so our heads must remain clear.
nature’s true strength, accepting their role as a
destructive messenger. Their purpose is to serve as a Oath of the Storm features
reminder to even the mightiest of mortals that their Paladin Level Feature
kingdoms, empires and lives are all, in the end, at the 3rd Stormsculpt, Oath Spells, Channel Divinity
mercy of the elements. 7th Voice of the Tempest
These paladins stop at nothing when such a mortal 15th Overcharge
has upset the forces of nature, and are often feared by 20th Eye of the Storm
the common folk, who calls them stormswords or
thunderbrands. While perceived as rash, ruthless,
Stormsculpt
and unpredictable, those who follow this oath also Whenever you deal damage of either thunder or
knows that nature does not act without provocation lightning type, you may choose to change that
or restriction. The ebb and flow of tides, the eye of a damage type from one to the other.
hurricane, there is reason and there is respite. And so
one must learn control, restraint, and patience. Oath Spells
Wrath comes only when wrath is called for. You gain oath spells at the paladin levels listed.

Tenets of the Storm Oath of the Storm Spells


The tenets of this oath speaks to the duality not often Paladin Level Spells
seen or understood by outsiders. 3rd Thunderous Smite, Zephyr Strike
Heed the call. The elements are always speaking to 5th Mirror Image, Shatter
us, if only we care to listen. Listen well, and we shall 9th Fly, Tidal Wave
find that many of our actions disturb the very forces 13th Control Water, Storm Sphere
which grants us life. Listen well, and we shall learn 17th Destructive Wave, Maelstrom
ways to undo these actions. Channel Divinity
Relentlessness. Nothing will stop nature once its When you take this oath at 3rd level, you gain the
forces are set in motion. And just so, neither shall you following two Channel Divinity options.
be stopped.
Our wrath, our terms. There are those who mean to Divine Surge. Whenever you deal either thunder or
distract us from our purpose, to goad us into action. lightning damage to a creature, you may have that
Reacting to such an attempt is folly, and we must creature roll a Saving Throw against your paladin
remain the only ones deserving to decide when our spellcasting DC. The Saving Throw and effect
depends on the triggering damage. If you deal both

Paladin - Oath of the Storm


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thunder and lightning damage when activating this Eye of the Storm
channel divinity option, you only select one of the Starting at 20th level, you become a herald of nature's
damage type's effects. wrath.
Thunder damage: The target must succeed on a While in stormy weather conditions, you gain
Constitution Saving Throw or become disoriented, as immunity to thunder, lightning and cold damage,
the thunderous force impacts its senses. While and you can cast the Call Lightning spell at will while
disoriented, the target has disadvantage on attack in these conditions. This damage immunity does not
rolls and ability checks. This effect lasts until the prevent the activation of your Overcharge oath
target finishes a short or long rest. feature.
Lightning damage: The target must succeed on a Additionally, once per long rest you use an action
Constitution Saving Throw or be paralyzed until the to change the weather conditions for up to 8 hours, as
start of your next turn. if casting the Control Weather spell, with the
following changes: Each change of the weather's
Storm Shield. As an action, you cause the air around condition only takes 1 minute (rather than 1d4 x 10
you to pick up in a localized storm, defending you minutes). If the spell ends from you involuntarily
and nearby creatures. losing concentration, the current weather effects
The Storm Shield appears in a 15ft diameter sphere remain until the full 8 hour duration has passed, or
centered on yourself, and moves with you. For 1 until another spell or ability changes the weather
minute, you gain a +1 to your armor class, and when conditions in a similar manner.
an enemy within 10 feet of you hits you with an
attack, they take lightning damage equal to 1d10 +
your paladin level.
Additionally, other creatures within the Storm
Shield has a +1 to their armor class against attacks
made from outside the Storm Shield's radius. The
effect ends early if you go unconscious.

Voice of the Tempest


Starting at 7th level, you command a presence
worthy of the elements.
As an action, you can force every creature you
choose in a 20ft. radius centered on yourself to make
a wisdom saving through or be frightened of you for
1 minute. If the creature is an elemental, they are not
frightened, but instead charmed by you for the same
duration or until you or your allies do anything
harmful to it.
While charmed this way, an elemental considers
you an ally, and if they fail their saving throw by 5 or
more, you can use your bonus action on subsequent
turns to give them commands that they will follow on
their turn. You can issue any command you choose,
short of an activity that would result in certain death.
Should you issue a suicidal command, the effect ends.
You can use this feature a number of times equal to
your charisma modifier (minimum of 1). All uses are
restored upon completing a long rest.

Overcharge
Starting at 15th level, you gain resistance to thunder
and lightning damage. Also, when you are hit or
affected by a source of damage that deals either of
these two damage types, you can use your reaction to
harness its power, imbuing yourself with its
destructive force for 1 minute.
The next time you deal damage of the type that
triggered your Overcharge, you deal maximum
damage, instead of rolling. Once you use this feature,
it cannot be used again until you finish a short or
long rest.

Paladin - Oath of the Storm


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