Paladin: Oath of the Storm

Paladin: Oath of the Storm

Paladins swearing the Oath of the Storm, known as Storm Knights, are in tune with the wild. They share many ideals with the Oath of the Ancients, but though those paladins specialize in protection of nature, Storm Knights use the power of nature to defeat those who would defy the wild.

Tenets of the Storm

The Tenets of the Storm are unique to each paladin but normally follow a similar structure.

Preserve the Storm. It is not our job to control or stop the storm, but to withstand and serve it.

Eye of the Storm. The storm isn’t always fighting. Protect what is good while not battling the wicked.

Storm’s Justice. The storm has no discrimination. Deal justice to all.

Become the Storm. Seek out those who would defile the natural world. Bathe them in lightning.

Oath Spells

Paladin Level



thunderwave, fog cloud


gust of wind, shatter


call lightning, sleet storm


control water, ice storm


destructive wave, maelstrom

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Storm’s Presence

As an action, you present your holy symbol and call upon the power of the storm to fuel your strikes. If there is a lightning storm present, for the next minute, you add 1d4 lightning damage to all attacks you make.

Daze the Evil

As an action, you present your holy symbol and call upon the power of your god as a flash of lightning and thunder burst forth from it. Choose a number of creatures equal to your charisma modifier (min 1) within 30ft that can see and hear you. Those creatures must make a Constitution saving throw or be blinded and deafened until the end of your next turn.

Aura of Lightning

Beginning at 7th level, an aura of radiant lightning constantly cackles around you. You and allies within 10 feet of you deal extra lightning or thunder damage (their choice) equal to your Charisma modifier (min 1) when they hit with a successful melee weapon attack.

The range of this aura increases to 30 feet at 18th level.

Storm’s Protection

At 15th level, your thunderous presence protects you. You gain resistance to lightning and thunder damage.

Storm Knight

At 20th level, you can summon the aspect of the storm. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • Your attacks and spells that deal lightning or thunder damage deal an extra 1d8 damage of that type, if it deals both damage types, choose only one damage type for this to apply to.

  • A 30 feet sphere centered on you is considered difficult terrain for any hostile creatures. If a creature attacks you within the difficult terrain, you may force that creature to make a dexterity saving throw. On a fail, deal 2d6 lightning damage to that creature, and on a success, deal half damage.

  • You gain a flying speed equal to your walking speed.

  • Your voice becomes as loud as thunder and is audible for up to a mile.

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

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