Oath of Storm

The Oath of Storms calls to those that seek freedom and wonder. Paladins that take upon this oath are usually called Stormchasers, for they never stay put for too long, often being lead by oncoming storms to the next location in which they are needed.

Paladins of this order are common among all surface and sea races, and have little in form of equipment or regalia to identify them. Some of the older members might have lightning burns around their bodies, granted to them by the Storm itself.

Tenets of the Storm

Renew: Be the force that brings change to the world.

Be the force that brings change to the world. Brave the Storm: Do not fear the adversities.

Do not fear the adversities. Wander: Do not stay bound to a single place; the storm comes and goes as it pleases.

Do not stay bound to a single place; the storm comes and goes as it pleases. Liberate: The Storm unbinds and unties, and the Storm is free.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Storm Spells

Paladin Level Spells 3rd fog cloud, thunderwave 5th shatter, skywrite 9th call lightning, thunder step 13th control water, ice storm 17th maelstrom, steel wind strike

Channel Divinity

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

Eye of the Storm. As an action, you can make every creature within 30 feet of you make a Wisdom saving throw. On a failed save, the creature cannot take offensive actions (such as attacking or casting a spell) until the end of your next turn. During this period the sorroundings become light winds and clear skies, surrounded on all sides by a towering, symmetric eyewall. If a creature affected by this is damaged, it is no longer affected.

Gale Force. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Strength saving throw. On a failed save, a creature is pushed away 20 feet and it is knocked prone. On a success the creature is pushed 5 feet and it is not knocked prone.

Storm Smite

At 3rd level, you may use thunder or lightning damage instead of the radiant damage dealt by Divine Smite. This may also affect Improved Divine Smite when you reach 11th level.

Zephyr's Aura

Starting at 7th level, you are constantly sorrounded by buffeting winds. The aura extends 10 feet from you in every direction, but not through total cover. Ranged weapon attacks made against you or friendly targets within it have disadvantage on their attack rolls.

At 18th level, the radius of this aura extends to 30 feet. Additionaly, any hostile creature moving within the aura must spend 1 extra foot of movement for each foot moved.

Updraft

Starting at 15th level, the ever present wind responds to your requests. As a reaction, you may affect yourself or one friendly creature within your aura in one of the following manners:

You may cast Feather Fall without spending a spell slot.

without spending a spell slot. A single creature of your choice may immediately Dash or Disengage

Stormlord

At 20th level, as an action, you imbue yourself with the powers of the storm. For the next minute the weather around you becomes a thunderstorm with strong winds. You also gain the following benefits:

You gain a fly speed of 60 feet.

You gain resistance to lighning and thunder damage, and immunitty to the deafened condition.

When you take the Attack option during your turn, you may replace any number of attacks for a meele or ranged spell attack with a range of 60 feet. You are proficient with it, and you add your Streght or Dexterity modifier to its attack and damage rolls. Its damage is lightning or thunder, and its damage 2d10.

Once you use this feature, you can't use it again until you finish a long rest.

Credit: sstarkm https://www.deviantart.com/sstarkm