Oath of Thunder
Tenets of Thunder
The Oath of Thunder stresses reserved moderation and clear purpose in daily life, along with crushing, decisive strikes on the battlefield. Paladins sworn to Thunder see aberrations and fiends as the ultimate forces of corruption in the world and strive tirelessly to thwart their designs.
Composure Is My Shield. My deeds are my armor, and I am not easily provoked. If anyone shall insult me, I shall laugh at their ignorance. If anyone shall insult my companions, I shall show them their error.
Crush the Abomination. Twisted creatures from beyond the world have no place in it. Aberrations and fiends will feel my blade and know death.
Decisiveness in Battle. When the time for words has passed, I will strike first and hard to bring a swift end to my enemies. Victory is the stoutest shield for myself and my companions.
Duty Above All. Though I drink with the gods and laugh with the valkyries, I will stand my watch. I will defend my nation. I will defend my companions.
Humility in Life. I am a servant of the Thunder, not its master. I will live without excess, assured in my own strength without ostentation. Charity and courage are twins.
Voice Like Thunder. My voice rings clear and true in defense of those who can’t speak out for themselves. I will speak the truth, because such words echo through the ages.
Features
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Thunder Spells
Bonus Proficiency
When you take this oath at 3rd level, you gain proficiency in the Stealth skill.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Storm Strike. As an action, you can use your Channel Divinity to infuse a ranged or thrown weapon you are holding with the wrath of a storm god. Make a ranged weapon attack as normal. In addition to the weapon attack, you create a line of lightning 5 feet wide and 60 feet long, beginning at you and extending straight toward the target. If the target is less than 60 feet from you, the line of lightning extends beyond it. Each creature in the line takes 2d10 + your paladin level lightning damage, or half damage with a successful Dexterity saving throw. If your ranged or thrown weapon attack hits, the target has disadvantage on its saving throw.
Turn the Unclean. As an action, you present your holy symbol and utter a war cry, using your Channel Divinity. Each aberration or fiend within 30 feet of you that can see or hear you must make a successful Wisdom saying throw or be turned for 1 minute or until it takes damage.
Aura of Alacrit
Beginning at 7th level, you and your allies within 10 feet of you add your proficiency bonus to Initiative rolls.
At 18th level, the range of this aura increases to 30 feet.
Strike Like Lightning
Starting at 15th level, when your attack hits a creature that hasn’t yet taken its first turn in this combat, or when you hit a creature you were hidden from when you attacked, that creature has disadvantage on attack rolls, ability checks, and saving throws until the start of your next turn.
Child of the Storm
At 20th level, you can take on the aspect of the thunder god. While at rest, you seem darkened like a thundercloud. Once in action, your clothing and hair blow wildly in a wind that arises from nowhere, your eyes flare with lightning, and your voice booms like thunder.
By using your action, you undergo a transformation. For 1 hour, you gain the following benefits.
- You don’t have disadvantage on Dexterity (Stealth) checks because of armor.
- You have advantage on Dexterity (Stealth) checks and initiative rolls.
- Your weapon attacks deal an additional 1d10 lightning or thunder damage (your choice when you hit).
- As an action, you can unleash a terrifying war cry. Every enemy creature in a 30-foot cone must make a successful Wisdom saving throw or become frightened of you for 1 minute. While frightened in this way, the creature must spend its turn trying to move as far away from you as it can. It can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. A frightened creature that’s more than 30 feet from you and can’t see you repeats the saving throw at the start of its turn, ending the effect on itself on a success. A creature that succeeds on its saving throw can’t be affected by this war cry for 24 hours.
Once you use this feature, you can’t use it again until you finish a long rest.