Oath of the Storm (5e Subclass)

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Oath of the Storm[edit]

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[edit]

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 Thunderwave, Guiding Bolt
5th Warding Wind, Arcane Overload
9th Lightning Bolt, Thunder Step
13th Haste, Storm Sphere
17th Destructive Wave, Maelstrom

Storm Smite[edit]

When you take this subclass at 3rd level, your radiant damage may be replaced by thunder, lightning, or cold damage (your choice). Any Fiend or Undead type enemies with resistance to these damage types take full damage instead. You gain resistance to lightning and thunder damage.

Channel Divinity[edit]

When you take this Oath at 3rd level, you gain the following two 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.

"Wield the Storm": As an Action, you imbue yourself and weapon with the essence of lightning, using your Channel Divinity. Any weapon you are holding becomes transformed into a tangible 3-foot lightning bolt. This weapon now deals 2d8 Lightning damage in place of its regular damage dice. It is a One Handed martial melee weapon with which only you are proficient with and has the Thrown property, With a range out to 80/320 feet. When thrown in this way, the bolt instantly returns to your hand upon missing or striking its target. The weapon retains all original magical properties.

Bring the Thunder[edit]

Starting at 5th level you gain a new way to use your divine smite. As an attack you are able to leap up to 30 feet as you land you smash the ground using one weapon you are holding. A wave of thunderous force sweeps out from where you strike. Each creature in a 10-foot radius originating from you must make a strength saving throw. On a failed save, a creature takes 2d8 plus an extra 1d8 per spell slot used above 1st lvl thunder damage and is knocked prone. On a successful save, the creature isn’t knocked prone.

Chosen of Storms[edit]

Starting at 7th level, your aura becomes as chaotic as a thunderstorm. lightning constantly cackles around you, jumping about in seemingly random patterns and strong winds make it hard for enemies to move within your aura. Allies within your aura gain resistance to lightning damage, while enemies who enter or start their turns in your aura take 1d4 lightning damage the area counts as difficult terrain. You can choose any number of creatures to be immune to this effect.


At 15th level, your magic is imbued with the essence of the storm. Lightning or thunder damage you deal increases by an amount equal to your charisma modifier and whenever a hostile creature within your aura makes an attack against you and you are not incapacitated, it takes lightning damage equal to your Charisma modifier.

Envoy of the Storm[edit]

At 20th level, you can use an action to channel the essence of the storm itself into you to become a thunderous avatar of the storm. For 1 hour, you gain the following benefits:

When you hit a creature with an attack on your turn, the creature takes an additional 3D8 lighting, thunder, and cold damage.

When a creature hits you with an attack, you can use your reaction to cause the attack to miss instead.

Lightning and thunder damage you deal bypasses resistance, and immunity only halves the damage. Creatures cannot benefit from the Lightning Absorption trait from damage you deal.

A tornado of thunder and wind forms around you in a 30-foot radius. The first time any enemy creature enters the storm or starts its turn there during a battle takes 10 lightning damage, the creature must also succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

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

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