Mada
2019-05-01, 01:45 AM
An MCU Thor inspired Paladin Oath.
Currently not 100% on the flavour and I think the damage on some of the features might be a bit high.
Any input would be appreciated!
Oath of the Warborn
Sacred Oath for D&D 5e.
The Oath of the Warborn is a path taken by those who are bred for battle. A warrior is not a bloodthirsty cutthroat, they are a defender who combines their mind and body to fight battles that others cannot. The warborn are a force of nature, literally, who command the powers of the skies to defeat their foes in battle. Sometimes they are called Storm Knights, Stormbreakers or Thunder Warriors. They fight with purpose and remain and asset to the people who rely on them to be defenders of their civilizations. Many who swear to this oath also swear to gods of war and law, seeking to protect kingdoms and civilizations from unruly threats.
Tenets of the Warborn
Though the interpretation of the Warborn philosophy can be made for many representing good, evil, chaos and law, these tenets must be followed to be worthy of their power.
True to a Cause: Your cause is your power; you must uphold it with your life.
Restraint of Power: Your power is great, but bloodthirst is unseemly. Know your battles and how to fight them. Violence is not always a first solution.
Confidence not Hubris: You should understand and respect your strength, as well as that of those around you. You are mighty, not superior.
Shield before Sword: Your cause is one that can be broken, you must seek to defend it before striking those who would assault it. If your attack would lose what you hold dear, it is folly.
Oath Spells
You gain the oath spells at the levels listed.
Paladin Level
Spells
3rd
Fog Cloud, Thunderwave
5th
Gust of Wind, Shatter
9th
Fly, Lightning Bolt
13th
Ice Storm, Storm Sphere
17th
Control Winds, Maelstrom
Channel Divinity
When you take this oath at 3rd level, you gain the following channel divinity options.
Storm Field: As an action, small sparks of lightning crackle off your body and fingers. For the next minute, any time a creature within 30ft of you takes Lightning or Thunder damage, they take additional damage equal to your Charisma modifier.
Warriors Resistance: As a bonus action, a small but rapid field of wind swirls around your body. For the next minute, any damage you take is reduced by your Charisma modifier.
Warborn Armoury
From 7th level, any melee weapon you wield gains the thrown property. The range of the weapons are 30/50ft, after throwing a weapon as an attack, it returns to your hand regardless if it hits or misses. You may use your Divine Smite feature if you successfully hit an enemy with a thrown weapon. Additionally, when you use the Divine Smite feature you may choose to deal Lightning Damage instead of Radiant Damage.
Rabid Storm
Beginning at 15th level, the range of your storm field extends to 60ft. Additionally, when you invoke your storm field, any creature who ends their turn within 15ft of you takes 2d6 lightning or thunder damage, your choice.
Lightning Smite
At 11th level, when you gain the Improved Divine Smite feature, you may choose to have the damage be radiant or lightning on each attack.
Storm Breaker
At 20th level, you may take an action to become a herald of storms. Stormy clouds fill the skies within a 1mile radius of you, thunder echoes across the sky and rain begins to fall.
For the next minute, you gain the following benefits.
- You have a flying speed of 60ft
- All of your attacks deal additional lightning damage equal to your charisma modifier.
- Once per round, as a bonus action you may call a bolt of lightning down upon an enemy within 60ft of you. The target must make a dexterity saving throw vs your spell save DC or take 2d10 lightning damage.
If you are underground or inside a structure, clouds do not form in any room with a ceiling lower than 50ft. The storm still rages outside while you are invoking this feature. Lightning will still strike while inside as though it was forming from the ceiling.
Currently not 100% on the flavour and I think the damage on some of the features might be a bit high.
Any input would be appreciated!
Oath of the Warborn
Sacred Oath for D&D 5e.
The Oath of the Warborn is a path taken by those who are bred for battle. A warrior is not a bloodthirsty cutthroat, they are a defender who combines their mind and body to fight battles that others cannot. The warborn are a force of nature, literally, who command the powers of the skies to defeat their foes in battle. Sometimes they are called Storm Knights, Stormbreakers or Thunder Warriors. They fight with purpose and remain and asset to the people who rely on them to be defenders of their civilizations. Many who swear to this oath also swear to gods of war and law, seeking to protect kingdoms and civilizations from unruly threats.
Tenets of the Warborn
Though the interpretation of the Warborn philosophy can be made for many representing good, evil, chaos and law, these tenets must be followed to be worthy of their power.
True to a Cause: Your cause is your power; you must uphold it with your life.
Restraint of Power: Your power is great, but bloodthirst is unseemly. Know your battles and how to fight them. Violence is not always a first solution.
Confidence not Hubris: You should understand and respect your strength, as well as that of those around you. You are mighty, not superior.
Shield before Sword: Your cause is one that can be broken, you must seek to defend it before striking those who would assault it. If your attack would lose what you hold dear, it is folly.
Oath Spells
You gain the oath spells at the levels listed.
Paladin Level
Spells
3rd
Fog Cloud, Thunderwave
5th
Gust of Wind, Shatter
9th
Fly, Lightning Bolt
13th
Ice Storm, Storm Sphere
17th
Control Winds, Maelstrom
Channel Divinity
When you take this oath at 3rd level, you gain the following channel divinity options.
Storm Field: As an action, small sparks of lightning crackle off your body and fingers. For the next minute, any time a creature within 30ft of you takes Lightning or Thunder damage, they take additional damage equal to your Charisma modifier.
Warriors Resistance: As a bonus action, a small but rapid field of wind swirls around your body. For the next minute, any damage you take is reduced by your Charisma modifier.
Warborn Armoury
From 7th level, any melee weapon you wield gains the thrown property. The range of the weapons are 30/50ft, after throwing a weapon as an attack, it returns to your hand regardless if it hits or misses. You may use your Divine Smite feature if you successfully hit an enemy with a thrown weapon. Additionally, when you use the Divine Smite feature you may choose to deal Lightning Damage instead of Radiant Damage.
Rabid Storm
Beginning at 15th level, the range of your storm field extends to 60ft. Additionally, when you invoke your storm field, any creature who ends their turn within 15ft of you takes 2d6 lightning or thunder damage, your choice.
Lightning Smite
At 11th level, when you gain the Improved Divine Smite feature, you may choose to have the damage be radiant or lightning on each attack.
Storm Breaker
At 20th level, you may take an action to become a herald of storms. Stormy clouds fill the skies within a 1mile radius of you, thunder echoes across the sky and rain begins to fall.
For the next minute, you gain the following benefits.
- You have a flying speed of 60ft
- All of your attacks deal additional lightning damage equal to your charisma modifier.
- Once per round, as a bonus action you may call a bolt of lightning down upon an enemy within 60ft of you. The target must make a dexterity saving throw vs your spell save DC or take 2d10 lightning damage.
If you are underground or inside a structure, clouds do not form in any room with a ceiling lower than 50ft. The storm still rages outside while you are invoking this feature. Lightning will still strike while inside as though it was forming from the ceiling.