TEXT:  
  Sacred Oath 
  Becoming a paladin involves taking vows that commit the 
  paladin to the cause of righteousness, an active path of 
  fighting wickedness. The final oath, taken when he or she 
  reaches 3rd level, is the culmination of all the paladin’s 
  training. Some characters with this class don’t consider 
  themselves true paladins until they have reached 3rd level 
  and made this oath. For others, the actual swearing of the 
  oath is a formality, an official stamp on what has always 
  been true in the paladin’s heart. 
   
   
   
   
   
   
   
   
   
   
   
  Oath of Storms 
  The Oath of Storms is as ancient as the storm gods 
  themselves. Paladins who swear this oath are sometimes 
  known as Storm Knights, Gale Knights, or Booming 
  Templars. In the eternal struggle between law and chaos, 
  good and evil, paladins of the storm channel the chaos of 
  the untamed bolero that throbs in the skies above, and 
  understand that life can flourish even out of great 
  destruction. Their armor is often adorned with lightning 
  bolts and thunderclouds. In some paladin orders that 
  practice this oath, they offer up a physical sacrifice to the 
  tempestuous gods who govern their lives. Such sacrifices 
  could be an eye, or an elaborate pattern of ritualized scars 
  or tattoos. 
  Tenets of the Storm 
  The power of the storm is thine to command, now hear thy 
  tenets, oh warrior of thunder. 
       Gale. You have a duty to the winds and the sky. Though 
  you may call the lands your home, the winds will ever call 
  you to serve your duty as far as the sky's reach. Do not 
  hesitate, but serve their bidding with joy. 
       Thunder. Be the voice for the voiceless. Speak for the 
  downtrodden and the oppressed. 
       Lightning. When the corruption of the earth grows, the 
  burden of honor will fall to thee. You will be the guardian 
  of the realms of men and the vanguard of the realms of the 
  divine. 
       Downpour. In word, deed, and action, cultivate the joy 
  of life in the world. When the wars are over and the 
  evils are done, light and laughter will flourish once 
  more. Prepare the world for this time. 
  Oath Spells 
  You gain oath spells at the paladin levels listed. 
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
       Calm the Storm. Your oath gives you the ability to 
  mantle the power of storms, and also to banish storms 
  themselves. As an action, you present your holy symbol 
  and speak words of warding. Any natural storm within 1  
  Paladin Level 
  Spells 
  3rd 
  fog cloud, thunderwave 
  5th 
  shatter, volting blade 
  9th 
  call lightning, fly 
  13th 
  ice storm, storm sphere 
  17th 
  cone of cold, conjure elemental 
  
   
  mile of you dissipates, taking 1 
  minute to fully disperse. Magical 
  storms cannot be dispelled with this 
  Channel Divinity. 
       Thunderous Revenge. When you take damage from a 
  creature within 5 feet of you, you can use your reaction to 
  halve the damage. Lightning arcs out from your body, and 
  the creature who damaged your takes lightning damage 
  equal to 2d10 + your paladin level. 
  Aura of Storms 
  Starting at 7th level, you and friendly creatures within 10 
  feet of you gain resistance to lightning and thunder damage. 
  In addition, as a bonus action, you can cause a strong wind 
  to whirl around you until you dismiss it (no action 
  required), causing the following effects: 
  • Unprotected flames, torch-sized or smaller, are 
  extinguished. 
  • The area counts as difficult terrain. You can choose any 
  number of creatures to be immune to this effect. 
  • It hedges out vapor, gas, and fog that can be dispersed 
  by strong wind. 
       At 18th level, the radius of this aura extends to 30 feet. 
  Improved Aura of Storms 
  Starting at 15th level, whenever a hostile creature within 
  your aura attacks you and you are not incapacitated, it takes 
  lightning damage equal to your Charisma modifier. 
  Thunder God 
  At 20th level, as an action, you can mantle the powers of a 
  tempest deity. For 1 minute, your body crackles with 
  thunder and lightning, and your eyes glow blue, revealing 
  the raging storm within. You gain the following benefits: 
  • You are immune to lightning and thunder damage. 
  • You have a fly speed of 60 feet. While you are flying, 
  you deal 1d8 lightning damage to a hostile creature 
  when you enter its reach, and 1d8 thunder damage 
  when you leave its reach. You can deal this damage to 
  a creature when you enter and leave its reach only once 
  per turn. 
  • Lightning and thunder damage you deal ignores 
  resistance and immunity to lightning or thunder 
  damage. Creatures cannot benefit from the Lightning 
  Absorption trait from damage you deal. 
       Once you use this feature, you can't use it again until 
  you complete a long rest. 
   
   
   
   
   
   
   
   
   
  New Spell 
  This spell is available to paladins of the storm. 
  Volting Blade 
  2nd-level evocation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You speak ancient words of thunderous might, calling forth 
  a bolt of lightning from the heavens, and fashioning it into 
  a stormy blade. This magic sword lasts until the spell ends. 
  It counts as a simple melee weapon with which you are 
  proficient. It deals 2d8 lightning damage on a hit and has 
  the finesse, light, and thrown properties (range 20/60). In 
  addition, when you are flying, or when you are in stormy 
  weather, you make the attack roll with advantage. 
       If you drop the weapon, or throw it, it dissipates at the 
  end of the turn. Thereafter, while the spell persists, you can 
  use a bonus action to cause the sword to reappear in your 
  hand. 
      At Higher Levels. When you cast this spell using a 3rd- 
  or 4th-level spell slot, the damage increases to 3d8. When 
  you cast it using a 5th- or 6th-level spell slot, the damage 
  increases to 4d8. When you cast it using a spell slot of 7th 
  level or higher, the damage increases to 5d8. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Oath of Storms.pdf