Paladin Subclass: Oath of the Storm
Paladin subclass: Oath of the Storm
Hit Points
Hit Dice: d10 per Paladin subclass: Oath of the Storm level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
The Oath of Storms calls paladins to the salty brine and choppy seas, the altar of the raging storm. Paladins who swear this oath embrace the sea’s dispassionate neutrality, and uphold few core tenets. With rare exceptions, these paladins are directionless crusaders, guided by the winds and tide, and might maintain distant lighthouses, hunt down vicious pirates, or seek undiscovered lands, as the gales dictate. Storm knights, as they are often called, have a long memory for vengeance, however, and deep penchants for superstition. Always listen to the wisdom of a storm knight, lest the winds turn foul and the ocean tempestuous.
TENETS OF THE STORM
Storm knights swear their oaths on sailing
superstitions and unspoken laws of the sea, often
containing the following principles:
Safe Harbor. Protect sailors and wise captains
that respect the laws of the ocean. No gale should
break their masts while you are aboard.
Howling Gales. The winds should steer your
journey, wherever they might take you. Furthermore,
it is proper that the winds should often guide you
into storms.
Thunderous Castigation. The fury of the
storm demands equal reprisal for all slights, major
and minor. Doing otherwise is bad luck.
Subclass Options
OATH SPELLS
You gain oath spells at the paladin levels listed.
Paladin Level------------Spells
1st------------fog cloud, thunderwave
3rd-----------gust of wind, hold person
5th-------------call lightning, wind wall
7th-------------control water, ice storm
9th--commune with nature, hold monster
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Thunderous Revenge. You can use your
Channel Divinity to strike back with the fury of
a storm. Immediately after a creature you can see
within 30 feet of you deals damage to you with an
attack, you can use your reaction to force the attacker
to make a Wisdom saving throw. On a failed save,
the attacker takes lightning damage equal to the
damage it just dealt. On a successful save, it takes half
as much damage.
Walk on Waves. As a bonus action, you can
use your Channel Divinity to befriend the sea. For
the next hour, you gain the benefits of the water walk
spell, and your movement speed doubles while you
are walking on water.
VORTEX AURA
Starting at 7th level, you can use your bonus action
to summon a strong wind to whirl around you in
a 10-foot radius until you dismiss it on your turn
(no action required). While your vortex is active,
its area counts as difficult terrain for creatures other
than you. The wind extinguishes unprotected flames,
such as candles and torches, and disperses gases and
vapors within its area.
At 18th level, the radius of this aura extends to
30 feet and you can choose creatures within the aura
to be unaffected by it.
STORM SOUL
Starting at 15th level, you have resistance to lightning
damage. Additionally, when a creature within 5 feet
of you attacks you while you are not incapacitated,
it takes lightning damage equal to your Charisma
modifier.
THUNDER GOD
At 20th level, as an action, you can mantle yourself
in the powers of a tempest deity. For 1 minute, your
body crackles with thunder and lightning, and your
eyes glow blue, revealing a raging storm within. You
gain the following benefits:
• You are immune to lightning and thunder
damage.
• You gain a flying speed of 60 feet.
• You can cast the spell call lightning as a bonus
action on your turn as a 5th level spell without
using a spell slot or spell components, and can
use your bonus action to call down lightning
using the spell on subsequent turns.
Once you use this feature, you can't use it again until
you finish a long rest.
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