Oath of the Storm Herald

A paladin who takes an oath as a Storm Herald pledges to serve the destructive, unbiased force of a storm. They protect and serve the wide open skies that manifest the storms. The open skies represent the boundless freedom to succeed in the world, while the Storm represents the awesome power of the natural world in the face of man's hubris. While the Storm can destroy without mercy, it also brings a cleansing renewal. This cycle keeps the world healthy and moving forward.

Tenets of a Storm Herald

A paladin who becomes a Storm Herald lives by the following tenets.

The Storm humbles all. The Storm does not pick sides.

The Storm cleanses. The Storm may destroy material things, but it brings a cleansing renewal.

The Storm is implaccable Only the Storm may determine it's path and ferocity.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Storm Herald Spells

Paladin Level Spells 3rd Featherfall, Thunderwave 5th Shatter, Warding Wind 9th Haste, Thuder Step 13th Elemental Bane, Storm Sphere 17th Control WInds, Steel Wind Strike

Charged Smite

Your Divine Smite ability now deals extra Lightning damage instead of Radiant damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Channel Divinity

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

Arcing Strike You can use your Channel Divinity to cause lightning to flow through your weapon into your target, arcing to foes around him. When you successfully hit a target with a melee weapon attack, you can use a bonus action to deal additional lightning damage to the target and any number of creatures you can see within 10ft of the target. This lightning damage equals half your paladin level plus your charisma modifier.

Storm Front You can use your Channel Divinity to fly forward with the force of an approaching storm. As an action, you fly forward in a straight line to an unoccupied space you can see. You must move at least 20ft and can move up to 60ft, floating just above the ground. This movement does not provoke attacks of opportunity. Creatures within 10ft of your landing spot must succeed on a Strength saving throw or be knocked prone.

Aura of Static

Beginning at 7th level, whenever a hostile creature within 10 feet of you takes Lightning or Thunder damage, that creature takes may not take reactions until the start of it's next turn.

At 18th level, the range of this aura increases to 30 feet.

Improved Charged Smite

By 11th level, whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 Lightning damage. If you also use your Charged Smite with an attack, you add this damage to the extra damage of your Charged Smite.

Storm Herald

At 15th level, you gain proficiency with the Intimidation skill. If you already have proficiency with this skill, you instead double your proficiency bonus for Intimidation checks. In addition, you learn the Thamaturgy cantrip and gain resistance to lightning damage.

Eye of the Storm

At 20th level, you can become the center of a powerful storm. Using your action, you surround yourself with howling winds that last 1 minute. Creatures within 10ft of you are immediately pushed 10ft away from you in a straight line. You may exclude a number of creatures equal to your charisma modifier from this movement. The winds form a a cylinder 60ft wide and 40ft tall centered on you. You gain a fly speed of 60ft. The area inside the cylinder is considered difficult terrain, and ranged attacks that pass through the cylinder have disadvantage. Each creature in the cylinder when it appears or that ends its turn there must succeed on a Strength saving throw or take 3d6 Bludgeoning damage and be pushed 10ft.

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from you toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the cylinder. On a hit, the target takes 4d8 lightning damage.