Storm Summerwind
Storm Summerwind
Sheet
AC 18 · HP 164 · 35 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingINT
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
27 featuresBonus action
- Lay On HandsLevel 1
You can use Lay On Hands as a Bonus Action to restore Hit Points to a creature you touch, or expend 5 points to remove the Poisoned condition. Your Lay On Hands pool contains 100 Hit Points and is restored when you finish a Long Rest.
- Aura of DevotionLevel 7
You can use a Bonus Action to touch a willing creature and remove the Charmed condition from it. You can use this feature a number of times equal to your Charisma modifier, minimum once, and regain all uses after a Long Rest.
- Radiant StrikesLevel 11
Your Divine Smite now deals its additional Radiant damage without requiring a Bonus Action, and you can use it only once per turn.
Always on
- Sacred WeaponLevel 3
When As a Bonus Action, when holding a melee weapon
Storm declares a sacred weapon, adding his Charisma modifier to its attack rolls and bathing it in radiant light for 1 minute.
- Compelled Duel
When When a creature threatens an ally
Storm marks a foe with divine judgment, causing it to suffer radiant punishment when it attacks others and discouraging it from harming anyone but him.
- Divine Smite
When When he hits with a qualifying weapon attack
Storm strikes with holy power, adding radiant damage to a weapon attack and potentially granting himself Temporary Hit Points through his oath.
- Aura of ProtectionLevel 6
When Whenever Storm or a nearby ally makes a saving throw
Storm raises his shield and projects a protective field, allowing nearby allies to add his Charisma modifier to saving throws.
- Holy NimbusLevel 20
When As a Bonus Action, once per Long Rest
Storm invokes a radiant storm around himself, frightening fiends and undead while bathing the battlefield in sunlight.
- SpellcastingLevel 1
You can cast prepared Paladin spells using Charisma as your spellcasting ability. You can use a Holy Symbol as a spellcasting focus. You prepare a number of Paladin spells equal to your Paladin level plus your Charisma modifier, subject to the normal preparation rules.
- Weapon and Armor ProficiencyLevel 1
You gain proficiency with all Simple and Martial weapons and with Light, Medium, and Heavy armor and Shields.
- Channel DivinityLevel 3
You can channel divine power through your Sacred Weapon or use your Oath features. Your Channel Divinity uses are restored when you finish a Long Rest, and you can regain one expended use after a Short Rest.
- Oath SpellsLevel 3
You gain an Oath Spells feature, permanently adding your oath spells to the spells you can prepare.
- Faithful SteedLevel 5
Whenever you finish a Long Rest, you can touch a weapon or suit of armor and make it your Holy Armaments. You can designate up to two items, and they cannot be removed from you against your will while you are conscious.
- Extra AttackLevel 5
When you make the Attack action on your turn, you can make one additional attack as part of that action.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Abjure FoesLevel 9
You can expend a use of Channel Divinity to use Divine Sense or another Channel Divinity option granted by your oath.
- Additional Channel DivinityLevel 11
You gain an additional use of Channel Divinity between Long Rests.
- Ability Score ImprovementLevel 12
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Smite of ProtectionLevel 15
When you or an ally within your Aura of Protection succeeds on a saving throw, the creature gains Temporary Hit Points equal to your Charisma modifier plus your Paladin level.
- Ability Score ImprovementLevel 16
You gain an Ability Score Improvement feat or another feat for which you qualify.
- Aura ExpansionLevel 18
The range of your Aura of Protection and other Paladin auras increases to 30 feet.
- TraitElfDarkvision, you can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
- TraitElfElven Lineage, Wood Elf lineage grants the Druidcraft cantrip, Longstrider at character level 3, and Pass without Trace at character level 5. You can cast these spells without a spell slot, with the spellcasting ability chosen when you select the lineage.
- TraitElfFey Ancestry, you have Advantage on saving throws to avoid or end the Charmed condition.
- TraitElfKeen Senses, you have proficiency in the Perception skill.
- TraitElfTrance, you do not need to sleep, and a Long Rest can be completed in 4 hours through meditation.
- Shelter of the FaithfulAcolyte
Storm has spent years in temple service and can usually secure basic aid, healing, shelter, or religious assistance from temples and other religious communities that recognize his devotion. He can also perform religious rites and knows how to contact clergy and faith communities.
Spells
13 spellsSpellcasting. Storm Summerwind casts with Charisma (spell save DC 15, to hit with spell attacks).
1st level (4 slots): , , ,
2nd level (3 slots): , ,
3rd level (3 slots): ,
4th level (3 slots):
5th level (2 slots): , ,
Gear
10 itemsWeapons
- LongswordA one-handed martial blade used in the Summerwind household for generations
- 5×JavelinBalanced throwing spears
Armor
- Chain MailA finely maintained suit of linked metal armor bearing the Summerwind crest
- ShieldA heavy steel shield bearing a silver storm cloud over green woodland
Tools
- Calligrapher's SuppliesInk, quill, parchment, and a small case for copying prayers and official correspondence
Gear
- Holy SymbolA divine focus engraved with the symbol of Storm's chosen faith
- Priest's PackA pack containing a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope
- Prayer BookA volume of prayers, doctrine, and liturgical instruction
- VestmentsA modest set of ceremonial vestments
- PouchA small purse containing temple donations and personal funds
Appearance
Storm is a tall, broad-shouldered wood elf with silver-blond hair worn in a severe braid and a neatly trimmed beard that gives his otherwise youthful elven face a grave, authoritative cast. He dresses in well-maintained chain mail beneath a dark green tabard bearing the silver-and-blue crest of House Summerwind. His posture is rigid, his movements economical, and his eyes constantly track the people around him, especially anyone standing apart from a group. Within a minute of meeting him, most people notice that he repeatedly checks the clasp of his holy symbol whenever a conversation turns toward family, duty, or failure. His shield bears a stylized summer storm breaking over a line of trees.
Mannerisms
Storm speaks in measured sentences and rarely interrupts, but his silence becomes noticeably heavier when he disapproves. He stands where he can see every exit, keeps his shield angled precisely even when at rest, and touches the clasp of his holy symbol whenever family matters are mentioned. When someone earns his genuine affection, the change is subtle but unmistakable, his posture loosens and he addresses them by name instead of title.
Personality
Stern, serious, stoic, and prideful in public, Storm is a careful listener who notices who has been ignored, who is afraid to speak, and who is being praised for work done by someone else. He has little patience for entitlement and no patience for cruelty disguised as tradition. Beneath his formal reserve is a deeply affectionate man who expresses love through preparation, protection, remembered details, and quiet acts of service rather than open tenderness.
Ideals
Duty without compassion is merely obedience. A noble name is not a license to command others, but a promise to shelter those who cannot protect themselves.
Bonds
His wife Misty, a sharp-minded Tabaxi druid, is the person before whom Storm has never needed to pretend. Their daughters, Sylvia, Crystal, and Scarlet, remain the deepest ties of his life, even after pride and fear fractured the family. Storm carries the Summerwind name because he intends to change what it means, not merely preserve it. He hopes to reconcile with Scarlet, support Crystal without qualification, and teach Sylvia that dignity is measured by mercy rather than status.
Flaws
Storm mistakes emotional restraint for strength and often waits too long to apologize. He is proud of enduring burdens alone, distrustful of easy charm, and capable of defending a family tradition long after he has admitted privately that it is wrong. When frightened for his loved ones, he becomes controlling and calls it protection.
Quirks
Background
Storm Summerwind was raised to be flawless. As heir to a noble elven clan, he learned early that every gesture could be judged, every weakness remembered, and every choice measured against the reputation of those who came before him. His father guided him into the paladinhood expected of a Summerwind son, teaching him that discipline was a form of love and that duty mattered most when it was inconvenient. Storm became stern, quiet, and nearly impossible to read. His brothers followed their prescribed paths, Tobius becoming a ranger and Andorra a monk, while his sister Arellia rejected the family's demand that she become a bard devoted to arranging advantageous marriages. She instead became a cleric who served the poor and vulnerable, earning the family's disapproval and Storm's private admiration. During his years of temple service, Storm learned that faith was not a decoration for the powerful, but a promise made to those who had no power at all.
“Storm became stern, quiet, and nearly impossible to read.”
- Background
- Acolyte
Connections
Species
Elf
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