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- Oath of the Fulgur
- Tenants:
- Seek Out Evil: Trouble often finds those who look for it; find trouble first.
- Be the Lone Wolf: Rely upon yourself first, accept aid only when you need it most, strive for self-sufficiency.
- Guard the Innocent: Protect even the smallest of life, and ruthlessly punish those who would harm the defenseless.
- Stand Proud: Do not shrink from adversity; when a threat presents itself, meet it head on and with full ferocity. Retreat to survive, but never run when you can still fight.
- Oath Spells:
- 3rd: Thunderous Smite, Zephyr Strike
- 5th: Blur, Locate animals or plants
- 9th: Elemental Weapon, Thunder Step
- 13th: Freedom of Movement, Locate Creature
- 17th: Destructive Wave, Steel Wind Strike
- Lycanthropic Nature:
- You may as an action take the form of a medium-sized Wolf-like creature with turquoise scales, pale blue fur, and sharp yellow horns. While in this form, you have a bite attack that deals 1d4 piercing damage and 1d4 lightning damage. All equipment you are carrying magically transforms with you.
- Channel Divinity:
- When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Thunder Surge: You unleash a haunting howl, calling the wrath of the storms. You and all allies you choose within 30 feet gain additional lightning damage equal to your charisma modifier to all attack rolls for ten minutes.
- Latent Power: With a ferocious cry, you assume your truest shape, that of a hybrid of man, dragon, and wolf. You gain resistance to non-magical physical damage from non-silvered weapons and lightning damage, and you gain a claw natural weapon that deal 1d4 slashing and 1d4 lightning damage. When you make the attack action while in your hybrid form, you may make an attack with your natural weapons as a bonus action. This effect lasts until you release it.
- (OR)
- Latent Power: With a piercing howl, you drive terror into your enemies hearts just as thunder heralds the storm. All hostile creatures within 300 feet that can hear you are alerted to your presence and must make a charisma save or have their movement reduced to 0 at the start of their next turn. Additionally, you may make an attack as a bonus action for the next ten minutes.
- Aura of the Thundergale:
- Beginning at 7th level, When you roll initiative, all allies you choose gain +1 to their initiative rolls and can move an additional +5 feet each turn.
- At 18th level, the bonuses increase to +2 initiative and an additional +10 feet of movement.
- Thunderlord
- Starting at 15th level,
- Despot's End
- At 20th level,
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