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Oath of the Storm

The Oath of Storm binds a paladin to specific ideals of


worthiness. The oath of storm requires a paladin to be strong
in character and to be stalwart fighter in the face of danger.
The oath of storm grants powerful abilities over thunder and
lightning to those who are worthy of it's might. Paladins of
this oath do not hold them self to high conduct, but are
usually loud and boisterous. They do, however, hold
themselves to always be good and do what is best for their
community before themselves.
Tenets of the Storm
Paladins of the Storm Lord tend to wield the warhammer or
maul and adorn their armour with symbols of Mjölnir, Thor's
magical hammer.
Sincerity. Do not lie to those you care about.
Joy. Life is a gift, enjoy it. Spread that joy to those around
you.
Generosity. Give freely of your riches, even when you have
little.
Bravery. Do not hesitate to face difficult challenges. Stormwalker's Aura
Strength. Be resolute in your decisions. Starting at 7th level, you and friendly creatures within 10 feet
of you gain resistance to lightning and thunder damage. In
Oath Spells addition, as a bonus action, you can cause a strong wind to
whirl around you until you dismiss it (no action required),
Oath of the Storm Spells causing the following effects:
Paladin level Spells
Unprotected flames, torch-sized or smaller, are
3rd Thunderous Smite, Thunderwave extinguished.
5th Magic Weapon, Gust of Wind The area counts as difficult terrain. You can choose any
number of creatures to be immune to this effect.
9th Fly, Call Lightning It expels vapor, gas, and fog that can be dispersed by
13th Freedom of movement, Ice Storm strong wind.
17th Control Winds, Steel Wind Strike
Strong winds have no effect on you.
At 18th level, the radius of this aura extends to 30 feet and
Channel Divinity whenever a hostile creature within your aura makes an attack
When you take this oath at 3rd level, you gain the following against you and you are not incapacitated, it takes lightning
two Channel Divinity options: damage equal to your Charisma modifier.
Thunderstruck. As an action, you can use your Channel Fulmination
Divinity to infuse a ranged or thrown weapon you are holding
with the wrath of a storm god. Make a ranged weapon attack At 15th level, you can use your action to call down from the
as normal. In addition to the weapon attack, you create an heavens a bolt of pure energy. One creature within 60ft of you
explosion of thunder damage in a 15 foot cube around the must make a dexterity saving throw against your spell save
target. Each creature in the area takes 2d10 + your paladin DC, taking 4d6 lightning damage and 4d6 fire damage on a
level thunder damage and is pushed back 10 feet, or half failed save and half damage on a successful one. In addition,
damage with a successful Constitution saving throw and are the target is also set on fire. You may use this ability again
not pushed back. If your ranged or thrown weapon attack after you finish a long or short rest.
hits, the target has disadvantage on its saving throw. Avatar of the Storm Lord
Turn the Unclean. As an action, you present your holy At 20th level, as an action, you can become an Avatar of the
symbol and utter a war cry, using your Channel Divinity. Each Storm Lord. For 1 minute, a storm surrounds you in a 60 foot
aberration or fiend within 30 feet of you that can see or hear radius and you gain a fly speed of 60ft. This storm imposes
you must make a successful Wisdom saying throw or be disadvantage on all ranged attacks against you and your allies
turned for 1 minute or until it takes damage. within the radius. Your melee and ranged weapon attacks
deal an additional 2d6 lightning damage for the duration.
Whenever an enemy creature (large or smaller) starts its turn
in the storm, the creature must make a strength saving throw
against your spell save DC or be knocked prone.

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