Oath of Storms
The Oath of Storms calls to paladins with a tempestuous character. Just like a storm, anything in the path of such a paladin and it’s goal must give way or succumb. A path of destruction and chaos is often all that is left behind. This Oath is often sworn by paladins who call on primal forces or Gods to help them unleash their inner power in order to achieve a goal, no matter the cost.Paladins who follow this oath are sometimes called storm bringers, tempest knights, or storm heralds.
Tenets of Storms
The tenets of the Oath of Storms vary as much as the goals of the paladins who follow this Oath vary. All of them however, revolve around the willingness to pay any price to achieve your goal.
Determination. No obstacle will hinder your path. Those who try to, must perish. There is nothing that can keep you from reaching your goal.
Destruction. Sometimes destruction paves the path for change. In wake of your destructive force, something new may form.
End justifies the means. Achieving what you pursue is worth anything. This may take great sacrifice for you or others, but it will be worth it in the end.
Oath Spells
Paladin Level | Spells |
---|---|
3rd | expeditious retreat, thunderwave |
5th | gust of wind, sleet storm |
9th | lightning bolt, thunder step |
13th | ice storm, storm sphere |
17th | control winds, destructive wave |
Channel Divinity
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.
Call Lightning Strike: As an action you can present your holy symbol and point at a creature you can see within 120 feet. A bolt of electric energy strikes down on this creature forcing it to make a dexterity saving throw. On a failed save the creature takes lightning damage equal to 2d12 + your paladin level or half as much on a successful one.
Path of the Hurricane: When you Dash as an action, you can use your channel divinity to conjure a forceful wind around you that pushes everything out of your way. When you move each hostile creature of size Large or smaller you encounter within 5 feet of you is pushed 5 feet away from you. A creature can only be pushed once per turn while you are moving. When a creature cannot be pushed away for some reason it takes 1d10 bludgeoning damage from the sheer force of the wind around you.
Art :Lightening Elemental 01, by Kekai Kotaki
Aura of Storm
Starting at 7th level, while you are conscious, you can evoke the wind to form a storm around you. This storm has a radius of 10 feet and moves with you. You can summon and dismiss it without requiring an action. While active you cause the following effects:
- Unprotected flames, torch-sized or smaller, are extinguished.
- It hedges out vapor, gas, and fog that can be dispersed by strong wind.
- The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind
At 18th level, the radius of this aura extends to 30 feet.
Herald of the Storm
Starting at 15 level You gain resistance to thunder and lightning damage.
Additionally, whenever one or multiple creatures within your aura of storm takes thunder or lightning damage, you can use your reaction to force them to take additional damage of the same type equal to your charisma modifier.
Raging Tempest
At 20th level, you become the embodiment of a storm. Using your action, you can summon a storm with a 60 foot radius centered around you, giving the following benefits for 1 minute:
- The area in the storm is heavily obscured, except for you and a number of creatures you choose up to your Charisma modifier.
- Once per turn instead of moving, you can teleport to an unoccupied space within the storm. The storm does not move with you. Every creature within 5 ft of this spot must succeed on a Dexterity saving throw against your spell DC or take 2d12 lightning damage. On a successful save they take half as much. At the end of your turn you teleport back to the center of the storm (your previous position).
- Ranged attacks against you are made with disadvantage.
- Hostile creatures caught in the storm take 2d12 lightning damage when they enter the storm for the first time in a turn, or start their turn there.
Once you use this feature, you can’t use it again until you finish a long rest