Oath of the Stormwrought

The oath of the Stormwrought represents the pure embodiment of Tempestuous energy, taken by glory-seeking paladins to emulate the powers of the storm and the gods that wield it. The oath derives the ancient and chaotic might of the storm, it's indiscriminate awe and terrific power. The Stormwrought seek to share this pure chaos as a force of freedom, guiding their Tempestuous wrath against tyrannical rulers and those who upset the natural way of life with stifling order. Known as stormborn, tempest knights or lightning lords, the Stormwrought oath originates from the demigods of primordial beings, wielding celestial storm clouds and embodying tempestuous wrath.

Tenets of the Stormwrought

The tenants of the Stormwrought guides the paladin away from stifling order and conduct, emphasising the need for chaos and the upholding of freedom.

Bright like lightning. A lighting strike is never dull. To truly spread the virtues of chaos, make yourself and your actions seen.

Boom like thunder. A quiet thunderstorm is nought but a breeze. Your actions must shake with impact and consequence.

Shatter the chains. Life was meant to flourish and fly in the chaos of freedom. When order is twisted into tyranny, break the shackles born from law.

Eye of the storm. Every great tornado contains an area of absolute tranquility. The stormwrought wield their power to destroy tyranny, but make sure to nurture peace once order is toppled.

Oath spells

You gain oath spells at the paladin levels listed.

Oath of the Stormwrought spells

Paladin level Spells 3rd absorb elements, thunderwave 5th mirror image, skywrite 9th fly, thunderstep 13th storm sphere, tempest's ward * 17th control winds, maelstrom

*Detailed at end of document

Channel divinity

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

Storm-forged weapon. As a bonus action, you raise a melee weapon as a lightning bolt streaks from the heavens and onto your weapon. For the next minute, it deals an additional 1d6 lighting or thunder damage (your choice) .

While this ability is active, you can replace any radiant damage you deal with lighting or thunder.

Starting at 15th level, this damage increases to 2d6.

Conjure whirlwind. As an action, you raise your holy symbol conjure a twisting storm of winds within a point 30 feet of you, with a duration of a minute. As a part of your action, you can select creatures you can see to be immune to the whirlwind. The whirlwind is a 5 feet radius, 20 feet high cylinder. The space within the whirlwind counts as difficult terrain. Creatures that enter it's space or when the whirlwind first appears must make a strength saving throw or be grappled. Creatures grappled this way take bludgeoning damage equal to your charisma modifier (minimum of 1).

Tempestuous Aura

Starting at 7th level, you are followed by a barely visible stormcloud. You and allies within 10 feet of you have resistance to lightning and thunder damage. Whenever you deal lightning or thunder damage to a creature within your aura on your turn, the creature takes additional damage equal to your charisma modifier.

Starting at 18th level, this aura extends to 30 feet.

Thunderstruck

Starting at 15th level, you can bring the shock and awe of the storm to bare on your enemies. Whenever you expend a 3rd level or higher spell slot with your divine smite ability, the target must make a constitution saving throw against your spell save DC. If they fail, they are stunned until the start of your next turn.

Stormborn champion

Starting at 20th level, you can temporarily imbue yourself with the powers of your chosen element, wreathed in arcing lightning and tempestuous clouds. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits.

You gain a flight speed of 40ft.

You are immune to lightning and thunder damage.

You ignore resistances and immunities to lightning and thunder damage.

Storm's Lance. When you transform, you can wreath a weapon you are holding with lightning. This weapon deals lighting damage and an additional 1d6 thunder damage. Once per turn, you can conjure a bolt of lighting in the place of an attack. The bolt strikes all targets in a 5 feet wide, 100 feet long line originating from you. Each creature in the line must make a dexterity saving throw. A creature takes lighting damage equal to 1d12+ your charisma modifier on a failed save, or half as much on a failed save.

When you transform, you can wreath a weapon you are holding with lightning. This weapon deals lighting damage and an additional 1d6 thunder damage. Once per turn, you can conjure a bolt of lighting in the place of an attack. The bolt strikes all targets in a 5 feet wide, 100 feet long line originating from you. Each creature in the line must make a dexterity saving throw. A creature takes lighting damage equal to 1d12+ your charisma modifier on a failed save, or half as much on a failed save. Tempest's Anvil. As an action, you can end your transformation early to activate Tempest's Anvil. Pick a point within 60 feet of you. You launch to that spot without provoking attacks of oppotunity, unleashing an explosion in a 30 feet radius. Each creature you choose must pass a constitution saving throw or take 4d6 thunder and 4d6 lightning damage, and be knocked prone. On a success, they take half as much damage and aren't knocked prone.

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