D&D 5E The Oath of the Maelstrom, Bring the Thunder!!!

Herosmith14

First Post
I'm liking this one. I had a bit of trouble figuring out the Channel Divinities and Oath Spells, but I think I got something interesting. I made this one cause I liked the idea of a Stormy Warrior (not a Storm Herald) throwing lightning bolts this way and that. I hope you guys like this.


Paladin: Oath of the Maelstrom
Some Paladins serve the forces of light dutifully. Some seek to be a guide along the path of redemption. Some fall from grace and fight alongside the forces of evil. Those who swear the Oath of the Maelstrom, however, serve something much more primal. These “Storm Knights” are servants of tempestuous magic. They fight to make sure that folk never forget the natural forces of the world. That they never forget the power of thunder and lightning.
[h=1]Tenets of the Maelstrom[/h]Storm Knights fall all over the moral compass, but most follow a few key rules.
Chaos. It is our duty to make sure the “civilized” folk never forget that nature is not defeated.
Power. Just as storms strike fear into the heart, as must we.
Unpredictability. Lightning never strikes the same place twice.
Wrath. None can escape the natural order.

[h=1]Oath Spells[/h]You gain the following spells at the paladin levels listed.

3rd
Thunderous Smite, Witch Bolt
5th
Gust of Wind, Shatter
9th
Lightning Bolt, Fly
13th
Control Water, Ice Storm
17th
Destructive Smite, Cloudkill


[h=1]Channel Divinity[/h]When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Red Sky at Morning. As an action, you may use your Channel Divinity to force each creature that is not undead or a construct to make a Wisdom saving throw. On a failed save, the creature is scared, and if it starts its turn within 15ft of you, it takes lightning damage equal to to half your paladin level(rounded down).
Summon Storm. As an action, you may use your Channel Divinity you summon a raging storm that has a radius of 20ft, centered on you. This storm lasts of 1 minute, or until you are incapacitated.
At the end of each round, there is a 75% chance that a creature will be struck by lightning, as with the Call Lightning spell. The target is chosen randomly, though creatures of a larger size have a higher chance of being struck.

[h=1]Aura of Tempest[/h]Starting at 7th level, you and friendly creatures within 30ft of you gain resistance to lightning damage.
At 18th level, the range of this aura increases to 30ft.
[h=1]Stormy Resistance[/h]At 15h level, you have become able to further withstand the elements you wield. You gain resistance to thunder damage, and immunity to the paralyzed condition.

[h=1]Elemental Warrior[/h]When you reach 20th level, you have become the primal champion of storms. Using your action, you take control of this power and gain the following benefits:

  • You gain a flying speed equal to your walking speed.
  • Whenever you hit with an attack, you do an extra 1d10 lightning damage.
Once you use this feature, you cannot use it again until you finish a long rest.

 

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I'm liking this one. I had a bit of trouble figuring out the Channel Divinities and Oath Spells, but I think I got something interesting. I made this one cause I liked the idea of a Stormy Warrior (not a Storm Herald) throwing lightning bolts this way and that. I hope you guys like this.


Paladin: Oath of the Maelstrom
Some Paladins serve the forces of light dutifully. Some seek to be a guide along the path of redemption. Some fall from grace and fight alongside the forces of evil. Those who swear the Oath of the Maelstrom, however, serve something much more primal. These “Storm Knights” are servants of tempestuous magic. They fight to make sure that folk never forget the natural forces of the world. That they never forget the power of thunder and lightning.
[h=1]Tenets of the Maelstrom[/h]Storm Knights fall all over the moral compass, but most follow a few key rules.
Chaos. It is our duty to make sure the “civilized” folk never forget that nature is not defeated.
Power. Just as storms strike fear into the heart, as must we.
Unpredictability. Lightning never strikes the same place twice.
Wrath. None can escape the natural order.

[h=1]Oath Spells[/h]You gain the following spells at the paladin levels listed.

3rd
Thunderous Smite, Witch Bolt
5th
Gust of Wind, Shatter
9th
Lightning Bolt, Fly
13th
Control Water, Ice Storm
17th
Destructive Smite, Cloudkill

Oath of the Maelstrom and doesn't get the spell Maelstrom. Makes me sad.

[h=1]Channel Divinity[/h]When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Red Sky at Morning. As an action, you may use your Channel Divinity to force each creature that is not undead or a construct to make a Wisdom saving throw. On a failed save, the creature is scared, and if it starts its turn within 15ft of you, it takes lightning damage equal to to half your paladin level(rounded down).
Summon Storm. As an action, you may use your Channel Divinity you summon a raging storm that has a radius of 20ft, centered on you. This storm lasts of 1 minute, or until you are incapacitated.
At the end of each round, there is a 75% chance that a creature will be struck by lightning, as with the Call Lightning spell. The target is chosen randomly, though creatures of a larger size have a higher chance of being struck.

A few issues:
What is "scared?" Frightened maybe? How long does it last?
I think you need to define when this happens differently, perhaps at the end of your turn, since you can track that. Otherwise you are relying on the DM to notify you of the end of the round.
Are you using the Call Lightning Spell only for damage? Does it effect each creature within 5' of the target hit? Do the space limitations apply, ie the 100' tall ceiling requirement?
The way you have the worded, it can randomlu hit anyone, allies and enemies, within 20'. Was that the intention or do you mean for it to be enemies only?
Does the storm move with you if you move?
You say that larger creatures are more likely to be hit, but you don't give a mechanic to explain how much more likely.

[h=1]Aura of Tempest[/h]Starting at 7th level, you and friendly creatures within 30ft of you gain resistance to lightning damage.
At 18th level, the range of this aura increases to 30ft.

[h=1]Stormy Resistance[/h]At 15h level, you have become able to further withstand the elements you wield. You gain resistance to thunder damage, and immunity to the paralyzed condition.

I understand the thunder part thematically, but not the paralysis part. Immunity to the deafened condition would make more sense. You could also probably make the level 7 aura resistance to both lightning and thunder damage and it wouldn't be too much. You could choose a new level 15 ability.

[h=1]Elemental Warrior[/h]When you reach 20th level, you have become the primal champion of storms. Using your action, you take control of this power and gain the following benefits:

  • You gain a flying speed equal to your walking speed.
  • Whenever you hit with an attack, you do an extra 1d10 lightning damage.
Once you use this feature, you cannot use it again until you finish a long rest.


Not that exciting, but ok.
 

I'm liking this one.

I've noticed that you say something like this (e.g. "I think I did a good job on this one" or "I'm pleased with how this one came out" or something to that effect) on every single one of your homebrew subclasses. (I know because I just scanned through your previous posts and confirmed it.)

I mean, there's nothing wrong with liking your own work, or thinking you did a good job, but I would hope/expect that of course you wait until you like the results, and think you've done a good job, before you post it. Do you have reams of subclasses you never posted because you don't like them?

Just seems...funny. (Don't go all Joe Pesci on me now.)

As for the class, I can dig the imagery of a "Storm Paladin" but "Maelstrom" doesn't really fit the theme of Paladin Oaths. Warlock Patrons are things. Paladin Oaths are principles/ideals that can be achieved. What's the goal of this Paladin? "So that people never forget the power of storms" seems...contrived. It feels like you started with some abilities you like and then tried to come up with an oath.
 
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I've noticed that you say something like this (e.g. "I think I did a good job on this one" or "I'm pleased with how this one came out" or something to that effect) on every single one of your homebrew subclasses. (I know because I just scanned through your previous posts and confirmed it.)

I mean, there's nothing wrong with liking your own work, or thinking you did a good job, but I would hope/expect that of course you wait until you like the results, and think you've done a good job, before you post it. Do you have reams of subclasses you never posted because you don't like them?

Just seems...funny. (Don't go all Joe Pesci on me now.)

As for the class, I can dig the imagery of a "Storm Paladin" but "Maelstrom" doesn't really fit the theme of Paladin Oaths. Warlock Patrons are things. Paladin Oaths are principles/ideals that can be achieved. What's the goal of this Paladin? "So that people never forget the power of storms" seems...contrived. It feels like you started with some abilities you like and then tried to come up with an oath.

You're right, but I wasn't conscious of doing that with all of these till now.

As for flavor, I guess I was trying not to step on Druid turf too much. The concept was to uphold and embody the power and complete wrath of nature, but I guess I was trying not to eclipse other classes fluff. You already have Ancients for Nature Pallys, so I think I just was a bit tunnel visioned on not being to close too that lore wise.


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