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.
[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.
[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:
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.