November 6, 2017

Oath of Storms

Sacred Oath
Comments from the Knuckle: "'What is this? Shakespeare in the Park? Doth mother know you wereth her drapes?' On a more serious note, I present to you the Mighty Thor, God of Thunder, and a Paladin who's sworn an Oath of Storms!
     Also, a quick thank you to my roommate who came up with the tenets for the oath."

Oath of Storms

The Oath of Storms is as ancient as the storm gods themselves. Paladins who swear this oath are sometimes known as Storm Knights, Gale Knights, or Booming Templars. In the eternal struggle between law and chaos, good and evil, paladins of the storm channel the chaos of the untamed bolero that throbs in the skies above, and understand that life can flourish even out of great destruction. Their armor is often adorned with lightning bolts and thunderclouds. In some paladin orders that practice this oath, they offer up a physical sacrifice to the tempestuous gods who govern their lives. Such sacrifices could be an eye, or an elaborate pattern of ritualized scars or tattoos.

Tenets of the Storm
The power of the storm is thine to command, now hear thy tenets, oh warrior of thunder.
     Gale. You have a duty to the winds and the sky. Though you may call the lands your home, the winds will ever call you to serve your duty as far as the sky's reach. Do not hesitate, but serve their bidding with joy.
     Thunder. Be the voice for the voiceless. Speak for the downtrodden and the oppressed.
     Lightning. When the corruption of the earth grows, the burden of honor will fall to thee. You will be the guardian of the realms of men and the vanguard of the realms of the divine.
     Downpour. In word, deed, and action, cultivate the joy of life in the world. When the wars are over and the evils are done, light and laughter will flourish once more. Prepare the world for this time.

Oath Spells
You gain oath spells at the paladin levels listed.

Paladin Level  Spells
3rdfog cloud, thunderwave
5thshatter, volting blade
9thcall lightning, fly
13thice storm, storm sphere
17thcone of cold, conjure elemental

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
     Calm the Storm. Your oath gives you the ability to mantle the power of storms, and also to banish storms themselves. As an action, you present your holy symbol and speak words of warding. Any natural storm within 1 mile of you dissipates, taking 1 minute to fully disperse. Magical storms cannot be dispelled with this Channel Divinity.
     Thunderous Revenge. When you take damage from a creature within 5 feet of you, you can use your reaction to halve the damage. Lightning arcs out from your body, and the creature who damaged your takes lightning damage equal to 2d10 + your paladin level.

Aura of Storms
Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to lightning and thunder damage. In addition, as a bonus action, you can cause a strong wind to whirl around you until you dismiss it (no action required), causing the following effects:
  • Unprotected flames, torch-sized or smaller, are extinguished.
  • The area counts as difficult terrain. You can choose any number of creatures to be immune to this effect.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
     At 18th level, the radius of this aura extends to 30 feet.

Improved Aura of Storms
Starting at 15th level, whenever a hostile creature within your aura attacks you and you are not incapacitated, it takes lightning damage equal to your Charisma modifier.

Thunder God
At 20th level, as an action, you can mantle the powers of a tempest deity. For 1 minute, your body crackles with thunder and lightning, and your eyes glow blue, revealing the raging storm within. You gain the following benefits:
  • You are immune to lightning and thunder damage.
  • You have a fly speed of 60 feet. While you are flying, you deal 1d8 lightning damage to a hostile creature when you enter its reach, and 1d8 thunder damage when you leave its reach. You can deal this damage to a creature when you enter and leave its reach only once per turn.
  • Lightning and thunder damage you deal ignores resistance and immunity to lightning or thunder damage. Creatures cannot benefit from the Lightning Absorption trait from damage you deal.
     Once you use this feature, you can't use it again until you complete a long rest.

New Spell
This spell is available to paladins of the storm.

Volting Blade
2nd-level evocation

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

You speak ancient words of thunderous might, calling forth a bolt of lightning from the heavens, and fashioning it into a stormy blade. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 lightning damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you are flying, or when you are in stormy weather, you make the attack roll with advantage.
     If you drop the weapon, or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
    At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Changelog: 11/7/17: Thunder God: Point 2: Reworded for clarity


  1. Love. Maybe the next thing I play. Question about the second bullet point of God of Thunder. It says it can only be used on a target once per turn. Does this mean the same target once per turn or a total of one target a turn?

    1. I probably need to reword it, but the max damage this should deal to any target is 1d8 lightning + 1d8 thunder. This is to prevent flying in a zig-zag around a target to deal crazy damage (as fun as that might be.)

    2. But flying past 12 dudes is they all take the damage, yeah?

  2. I’m really digging this. I honestly feel like there should be an oath that corresponds to each of the Domains, without necessarily tying Paladins to gods.

    Devotion —> Life
    Ancients —> Nature
    Conquest —> War
    Redemption —> Light

    I have no idea where the hell Crown or Vengeance fit, but obviously Storms —> Tempest.

    On top of my own personal biases this just looks like a hell of a lot of fun to play! :D

  3. I couldn't help but hearing Immigrant Song in my head while reading this class. Ragnarok was damn good.

    This class seems oddly defensive, but still pretty awesome.

  4. Why have 7th level slot info on a spell that is only available to paladins?

    1. Only available to paladins means a bard can still pick it up using magical secrets.

    2. Or you could be a 6th-level paladin and 10+th-level cleric (for example). This would give you the spellslots of a level 13 spellcaster and thus a 7th-level slot.

    3. Neyd: Wrong. Check the rules for spellcaster multiclassing (I have checked several times). You prepare spells for each class independently, meaning you'll know the spells of a 6th level paladin and won't be able to prepare a 5th level spell available to paladins only.

    4. Official answer: because I patterned this off of a spell from Xanathar’s Guide to Everything. The Shadow Blade spell does the same thing and scales the same way.

    5. And @Idan, Volting Blade is a 2nd-level spell. A Paladin 6/Cleric 14 is a 17th level spellcaster, and has 9th level spell slots. You could definitely cast it out of a 7th level slot.

    6. Oh! I completely misread the question, I thought about something else entirely.

      Also, is the Xanathar's guide out yet? My preordered one is yet to arrive...

    7. It’s not out yet. But some people got reviewer copies. I’ve got a couple friends who’ve been slowly feeding me stuff.

  5. Volting Blade + Booming Blade = Awesome.

  6. The Storm Sorcadin multiclass potential is strong with this one.

  7. Maybe have a channel divinity be to summon a small natural storm that could potentially boost Call Lightning for a min or so? I can't think of many situations where a storm paladin would want a storm to go away.

    1. Well, I mean, if a tornado or a hurricane is terrorizing a city...

  8. This would actually be a pretty good inclusion for the High Seas update. I know you couldn't find a pirate themed Paladin, but a storm/viking themed paladin is a pretty good compromise

    1. The Finger and I briefly talked about it. I’ll nudge him and see if he’s thought any more about it.

    2. I agree with Hardwar Jo this would be a good paladin to throw into there. Very thematic of the High Seas vibe.

  9. I really like the class, but why would you want to calm a storm if it gives you advantage on attack rolls with Volting Blade? I get that you can protect a city, but weather is almost always just flavour text unless it's a magical storm and the channel divinity won't work anyway. Perhaps summoning a storm would work better. Maybe it gives a advantage on stealth saves, or requires enemies to save vs being deafened/blinded for CHA mod rounds. Especially since stormy weather is often very rare, compared to dim light/darkness for Shadow Blade it would synergise well.

  10. I would love to take this as a Paladin/Cleric that's trying to be Thor, but it just overlaps with a Tempest Cleric so much, and unfortunately I started as a level 1 Tempest Cleric before I found this. But other than that small issue of overlapping, it's wonderfully flavoured.

  11. I am absolutely in love with this subclass and have been since I first read it not long after it was posted. Though I personally think the redux is great in its own right, I feel like some tweaks in this version would make it all the better.

    Personally, I wish there was an extra 3rd level feature that mentioned the ability to change the damage type of your Divine Smite to lightning or thunder damage each time you use it. Even moreso, it should include the ability for Improved Divine Smite to apply to Improved Divine Smite, choosing for every attack or at the start of each of your turns. That way this paladin at capstone doesn't feel like the DPS mainly comes from spells and only somewhat everywhere else. But that's just me.

    Another thing I would possibly change is Calm the Storm. Being able to make a natural storm disappear is all good. However, I would surmise that you should also be able to create a magical storm for a minute and can dispel it as an action. Possibly include the idea that if you cast a spell that has an additional effect when stormy conditions are happening, the duration of the Channel Divinity extends by the duration of the spell until it ends. Maybe change the name of it to reflect these changes, such as Master of the Storm or something.

    Hopefully I'll be able to get this approved by a DM someday and offer my alterations for rule of cool and what not. I love this subclass so much. Glad you made this when you did.