Oath of the Storm

Paladins who take the Oath of the Storm bind themselves to the judgment and revelry of the heavens. They strive against those who might oppress others, and delight in the honor and dance of the battlefield  

Tenents of the Storm

The tenents of the Oath of the Storm drive a paladin to defend the helpless and rejoice in pleasure and victory
Fight For Freedom. Free the oppressed and fight against the chains of tyranny.
Fight with Honor. The battlefield is a glorious contest that separates the wheat from the chaff.
Revel in Victory. Celebrate your victories wholeheartedly, for there is no shame in vanquishing your foes.
Stand in Honor. Whatever you do, do it in a manner that is worthy of the heavens.  
Oath Spells
You gain oath spells at the paladin levels listed.   Paladin Level Spells
3rd thunderous smite, thunderwave
5th blur, magic weapon
9th call lightning, lightning bolt
13th death ward, freedom of movement
17th destructive wave, legend lore
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.   Lightning Aura. As a bonus action, you can unleash the storm inside you, using your Channel Divinity. When you activate this feature, and again as a bonus action on each of you turns for 1 minute, you deal 1d8 lightning damage to a creature within 15 feet of you.   Thunder Burst. As an action, you strike the ground. Each hostile creature within 30 feet of you must make a Constitution saving throw against your Spell Save DC. A creature takes thunder damage equal to 2d10 + your paladin level on a failed save, or half as much on a successful one. A creature that has total cover from you is not affected.  

Charged Divine Smite

In addition, starting at 3rd level, when you deal radiant damage from your Divine Smite and Improved Divine Smite features, you may choose to deal lightning damage instead.  

Improved Channel Divinity

Beginning at 7th level, your channel divinity options grant additional benefits when you use them:  
  • When you use your bonus action to deal lightning damage with your Lightning Aura, you can propel yourself with a thunderous burst of energy. Until the end of your current turn, you get a temporary flying speed of 40 feet, and fall at the end of your turn
  •  
  • When a creature fails its saving throw against your Thunder Burst channel divinity, it is pushed in a straight line away from you 10 feet and knocked prone. When a creature succeeds on its saving throw it is only pushed back 5 feet and isn't knocked prone.
 

Weapon of the Sky

Starting at 15th level, you can forge a bond with a weapon, imbuing it with the power of the heavens.
You learn a ritual that will bind a melee weapon to you. You must perform a ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
The weapon gains several benefits: it gains the thrown property if it didn't already have it, with a range of 20/60 feet. When you make a ranged attack with the weapon, after the attack it immediately flies back to your hand. If you are not holding the weapon, you can summon it as a bonus action on your turn, causing it to teleport instantly to your hand.
Finally, while you are holding the weapon you can cast the teleport spell without expending a spell slot. Once you cast it in this way you cannot do so again for 7 days.
You can only have one bonded weapon at a time. If you attempt to bond with a second weapon, the bond with the first weapon immediately ends.  

God of Thunder

At 20th level, you have become an avatar of the storm. As a bonus action, you gain the following benefits for 1 minute:  
  • You have a flying speed of 60 feet and can hover
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Once per turn, when you deal lightning or thunder damage to a creature with a spell, it takes additional damage equal to 5 times the level of the spell.
  Once you use this bonus action, you can't use it again until you finish a long rest.

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