Oath of Storms

The Oath of Storms calls to those who's passion for combat is tempered only by their jovial nature, paladins of the Fury are hardy and strong combats who love a good fight. But mistake not their furious swings for unbridled rage, as often these warriors use combat as a meter to test their friendship. Often called Storm Bringers, and Tempest Knights, paladins who ascribe themselves to this order tend to give their aide to the forces of light in the cosmic battle between light and dark as their love of fighting is tempered and couples with their otherwise peaceful nature.

Tennets of Storms

Though the exact root of these scripts are unknown, Paladins of this Oath tend to align with these tenents

Laugh like Thunder. Prize your laughter, for without it your peace will be gone with the storm.

Strike like Lightning. Strike with the speed and intensity of the lightning that you covet.

Roar like the Storm. Show your enemies the fury of the storm, and your allies the calm it can bring.

Oath Spells

You gain oath spells at the Paladin levels listed.

Oath of Storms Spells

Paladin Level Spells 3rd Thunder Wave, Zephyr Strike 5th Shatter, Warding Wind 9th Lightning Bolt, Thunder Step 13th Storm Sphere, Control Water 17th Maelstrom, Control Winds

Channel Divinity

When you take this Oath at 3rd Level, you gain the following two Channel Devinity options.

Spark Toss You can use your Channel Divinity to envelop a throwable melee weapon in lightning, when you make a damage roll with that melee weapon after throwing it, the target takes an additional 2d6 + your charisma modifier lightning damage.

Surge You can use your Channel Divinity to blast your surrounding area with volatile electricity. As an action, each creature that you can see within 15 feet of you must make a dexterity saving throw. On a failed save, a creature takes 1d4 + your charisma modifier lightning damage.

Aura of Grounding

Starting at 7th level, you and friendly creatures within 10 feet of you are immune to lightning damage while you are conscious. In addition if you or a friendly creature with the area would take lightning damage, your channel divinity is restored.

At 18th level, the range of this aura increases to 15 feet.

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Lightning Rod

Beginning at 15th level, you may spend a short rest to attune with a metal melee weapon of your choice. It gains the thrown property (Page 147, Player's Handbook), if it did not already posses it. This branded weapon will have a range of 20/60 feet, and will keep it's other properties.

Additionally when you make a thrown attack with your branded weapon, using your interaction causes it to fly back to your hand after the attack. While returning the weapon will avoid obstacles if it's able, if it cannot avoid the obstacle it will stop returning.

In addition, this weapon may function as your holy symbol.

Storm’s Chosen

At 20th level, you become an embodiement of the storm giving you tremendous abilities.

• After making a thrown attack with your branded weapon, while it is within 120 feet of you, You can magically move to its location using a bonus action.

• After returning your branded weapon to your hand, throwing it again on the same turn will cause it to deal 2d8+cha to all enemies within a 10 ft diameter around the weapon.

• When you try and recall your weapon, if there is an object blocking the path between your branded weapon and yourself the weapon will deal 3d8 bludgeoning damage every round until the obstacle is cleared. The weapon, while returning has a flight speed of 120ft.