Oath of the Storm (5e Subclass)
Oath of the Storm[edit]
Paladin Subclass
The Oath of the Storm calls to paladins who wish to harness the primal power of the storm itself. Like a storm of lightning that strikes down from above, or a whirlwind of destruction that sucks up everything in it's path, a Paladin who adheres to this oath learns to become a storm themselves. And strike down evil with a combination of flesh slicing winds, and skin frying lightning.
- Tenets of the Storm
A paladin who takes this oath has the tenets of the storm etched deep into their mind.
Thundering Voice. Your voice shall be heard. And like thunder, it shall be heard by all.
Strike like Lightning. Be swift. Be fast. And most importantly of all, be decisive.
Positive Conducting. Like metal conducts electricity, so do the people around you. Let your unwavering energy surge into all those around you, so they may be transformed into something greater.
Eye of the Storm. You are the embodiment of change. Make it happen!
- Oath Spells
You gain Oath spells at the Paladin level listed:
Paladin Level | Spells |
---|---|
3rd | guiding bolt, thunderwave |
5th | shatter, warding wind |
9th | lightning bolt, thunder step |
13th | freedom of movement, storm sphere |
17th | destructive wave, maelstrom |
- Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
- Destructive Wrath. You can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
- Also, when you use your Divine Smite, you can use this Channel Divinity option to convert the radiant damage into lightning or thunder instead, in addition to the previous benefit.
- Storm Child. You can spend a use of your Channel Divinity as an Action to, for 1 minute, be able to move through flying with a speed equal to your movement speed. You must end your turn on the ground, or you fall. You don't take fall damage while this ability is active.
- Chosen of Storms
Starting at 7th level, your aura grants you and your allies the ability to withstand the elements. You and creatures of your choice within 10 feet are resistant to lightning and thunder damage.
The aura increases to 30 feet at 18th level.
- Thunderous Rebuke
At 15th level, whenever a creature enter your aura for the first time or hits you with an attack, you can use a reaction to force that creature to make a Dexterity saving throw. On a failure, that creature takes 1d10 + your Charisma modifier damage.
The damage is either lightning or thunder.
- Envoy of the Storm
At 20th level, you can use an action to channel the essence of the storm into you to become a thunderous avatar of the storm, gaining the following benefits for 1 minute:
- Your aura becomes a tempest as a tornado of thunder and lightning and strong wind forms around you in a 30-foot radius. Inside the storm becomes difficult terrain for creatures of your choice. The first time a hostile creature enters the storm or starts its turn there during combat, it takes 10 lightning damage and must make a Dexterity saving throw against your spell save DC. On a failed save the creature becomes stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures wielding metal weapons or wearing metal armor have disadvantage on the saving throw. Attacks you make against the stunned creature deal an additional 3d8 thunder damage.
Once you use this feature, you can't use it again until you finish a long rest.
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