Oath of the Storm

The Oath of the Storm is a commitment to balance above all else. The Paladins who swear this oath are knows as Storm Knights. Just as a great storm is formed by imbalances in the natural forces of the world, Storm Knights often arise when an imbalance forms between the forces of good and evil. While many other Paladins fight solely for the triumph of Good over Evil, Storm Knights believe that peace can be achieved only when these forces are kept in balance. Like the great storms in nature, they care not for the righteousness of those who oppose them in their goal.

Tenets of the Storm

The tenets of the Oath of the Storm vary by Paladin, but all of them revolve around maintaining balance in the world. Paladins who take this oath are almost always Lawful Neutral, though the more warlike among them will be drawn to the chaos of the storm.

Restore the Balance: Maintaining the balance between evil and good is the key to peace. When one side or the other becomes too powerful, you must take steps to level the field.

Chaos before Order: Chaos is often a necessary step on the road to peace. Just as the storm comes before clear skies, the chaos of battle will forge peace if you wield it correctly.

Remain Centered: You must strive to achieve perfect balance in your own self; only then can you hope to bring balance to the world. Like the eye in the center of the storm, your true self must remain calm even as you rage against the world around you.

All Are Equal Before the Storm: Just as a storm beats down on angels and demons alike, all who stand before you are equal. Regardless of who they are or what drives them, if they stand in the way of balance they will be destroyed.

Oath Spells

You gain oath spells at the Paladin level listed

Oath fo the Storm Spells

Paladin Level Spells 3rd thunderwave, fog cloud 5th gust of wind, shatter 9th call lightning, thunder step 13th control water, storm sphere 17th destructive wave, maelstrom

Channel Divinity

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

Wrath of the Storm: You call the fury of the storm to surround a target in range. As an action, you cause strong buffeting winds to surround a medium or smaller creature within 30ft of you that you can see. For 1 minute, the winds surround the target, giving it disadvantage on any weapon attacks. At the end of each of its turns, the target must make a Strength saving throw or be knocked prone.

Amulet of the Storm God Wondrous Item, uncommon (requires attunement by a Paladin) This amulet depicting the symbol of a God of Storms can be used as a Paladin spellcasting focus. While attuned to this item, the extra damage from your Divine Smites is lightning damage instead of radiant damage.

Daze the Unworthy: As an action, you present your holy symbol and call upon the power of your god as a flash of lightning and peal of thunder burst forth from it. Choose a number of creatures equal to your charisma modifier (min 1) within 30ft that can see and/or hear you. Those creatures must make a Constitution saving throw or be blinded and deafened until the end of your next turn.

Aura of the Coming Storm

Beginning at 7th level, the air around you crackles with the energy of an approaching storm. You and friendly creatures within 10 feet of you have advantage on initiative rolls and cannot be surprised while you are conscious and not asleep.

At 18th level, the range of this aura increases to 30 feet.

All Encompasing Storm

Starting at 15th level when you use your Wrath of the Storm Channel Divinity option, you can choose to target a number of creatures equal to your Charisma modifier, minimum 1. In addition you can now target large or smaller creatures with Wrath of the Storm.