Paladin - Oath of the Storm

The Oath of the Storm is as ancient as the storm gods themselves. Paladins who swear this oath are sometimes known as Storm Lords, Thunder Riders, or Tempest Knights. In the eternal struggle between law and chaos, good and evil, paladins of the storm channel the chaos of the raw, untamed power that throbs in the skies above, and understand that life can flourish even out of great destruction. Their armor is often adorned with lightning bolts and thunderclouds. In some paladin orders that practice this oath, they offer up a physical sacrifice to the tempestuous gods of storms. Such sacrifices could be an eye, a finger, or an elaborate pattern of ritualized scars or tattoos.

Tenets of the Storm

The chaotic nature of the Storm makes some question the necessity or legitimacy of these tenets, but nevertheless these are the words that have been passed down for countless generations by warriors who have lived and died by them.

Gale. It is not your place to remain in one area for long. There are many battles to be won on the next horizon.

Thunder. Be the voice for the voiceless. Speak for the downtrodden and the oppressed. Be the fury to those who would subjugate the innocent.

Lightning. Life is short and fleeting. When in doubt, know that now is the time to leave your mark on the world.

Downpour. Be a cleansing and restorative force, ensure that the world you live in today will be a better place tomorrow, and all days to come.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Storm Spells

Paladin Level Spells 3rd fog cloud, thunderwave 5th gust of wind, misty step 9th call lightning, wind wall 13th ice storm, control water 17th cone of cold, conjure elemental

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Eye of the Storm. Your oath gives you the ability to temper the power of storms. As an action, you present your holy symbol and speak words of warding. Any natural storm does not affect the area around you in a 10 foot radius for one hour. Magical storms cannot be affected with this Channel Divinity. The radius expands to 30 feet when you reach 18th level.

Thunderous Rebuff. When you take damage from a creature within 5 feet of you, you can use your reaction to halve the damage. Condensed sound erupts out from your body, and the creature who damaged you must make a Constitution saving throw. A creature takes thunder damage equal to 2d8 + your paladin level on a failed save, or half as much damage on a successful one.

Lightning Strike

When you take this oath at 3rd level, you can choose to convert any radiant damage you deal into lightning damage.

Aura of the Storm

Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to lightning and thunder damage. In addition, as a bonus action, you can cause a strong wind to whirl around you until you dismiss it (no action required), causing the following effects:

Unprotected flames, torch-sized or smaller, are extinguished.

The area counts as difficult terrain. You can choose any number of creatures to be immune to this effect.

It hedges out vapor, gas, and fog that can be dispersed by strong wind.

At 18th level, the radius of this aura extends to 30 feet.

Improved Aura of the Storm

Starting at 15th level, whenever a hostile creature within your aura makes an attack against you and you are not incapacitated, it takes lightning damage equal to your Charisma modifier.