Stormborn (5e Class)

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The Stormborn

Tempest Borne

A stormborn has always loved storms and idolized their power. They are powerful mages who have taken the storm into themselves and use its power to strike down their enemies.

Creating A Stormborn

Quick Build

Class Features

As a Stormborn you gain the following class features.

Hit Points

Hit Dice: 1d8 per Stormborn level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Stormborn level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools:
Saving Throws: Dexterity, Wisdom
Skills: Choose 2 from the following: Acrobatics, Arcana, Insight, Sleight of Hand, Stealth, Perception, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A shortsword or (b) A rapier
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • (a) A dagger and an arcane focus or (b) An arcane focus and a bag with 20 darts

Table: The Stormborn

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spell casting, Resist Elements 3 2
2nd +2 Violent Storms 3 3
3rd +2 Archetype 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Wrath of the Storm 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Archetype Feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Archetype Feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Improved Resist Elements 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Avatar of the Storm 5 4 3 3 3 3 2 2 1 1

Spell Slots

This class uses the wizard spell list. The Stormborn table shows how many spell slots they have to cast their spells of 1st level and higher. To cast one of these spells, they must expend a slot of the spells level or higher. The Stormborn will regain all expended spell slots when they finish a long rest.

Spellbook

At 1st level, you have a Spellbook containing six 1st-level wizard Spells of your choice. Your Spellbook is the repository of the wizard Spells you know, except your Cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Stormborn table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Stormborn Spells that are available for you to cast. To do so, choose a number of Stormborn Spells from your Spellbook equal to your Wisdom modifier + your Stormborn level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of wizard Spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.

Spell casting ability

You use their Wisdom whenever a spell or ability refers to their spellcasting ability. Their Wisdom modifier is also used to determine the saving throw DC for their spells and their spell attack modifier as follows:

Spell save DC = 8 + proficiency bonus + Wisdom modifier
Spell attack modifier = proficiency bonus + Wisdom modifier


Resist Elements

At level 1, you gain resistance to either lightning or thunder damage. At level 13 you gain resistance to the other Element that you do not choose.

Violent Storms

At level 2, when you roll lightning or thunder damage damage you may increase the damage die by one size (eg: a d6 would become a d8).

Archetypes

At level 3 you choose between the Path of Lightning or the Path of Thunder.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Wrath of the Storm

At level 6 when you roll lightning or thunder damage you may reroll 1's and 2's a single time.

Improved Resist Elements

At level 18 you gain immunity to lightning and thunder damage.

Avatar of the Storm

At level 20 you gain the ability to summon a miniature storm around you. As an action you summon a storm with a radius of 20 ft and lasts for 1 minute. You must complete a long rest before you can use this ability again.

  • ranged attacks made against you are made with disadvantage.
  • the area is considered difficult terrain.
  • enemies who begin their turn or move into it during their turn must make a dexterity saving throw. A creature who fails takes 2d8 lightning damage and 2d8 thunder damage. A creature who succeeds takes half damage.

Path of Lightning

At level 3 your chosen element infuses your body to such a degree that you can channel it through your spells. Add Lightning damage equal to your Wisdom Modifier to your damaging spells.

Also at level 3 the lightning coursing through your body has sped up your movements. Your speed increases by 10 ft. You may use the dash and disengage actions as bonus actions. You may add your wisdom modifier to your initiative bonus.

At level 10 an action you may intensify the lightning in your body for one minute, as you do the world slows down around you. You gain a +2 to your AC, advantage of Dexterity saving throws, and gain an additional action on each of its turns, and your speed doubles. That action can be used only to take the Attack (one weapon attack only), cast a cantrip, Dash, Disengage, Hide, or Use an Object action. At then end of 1 minute you suffer one level of exhaustion until you take a short or long rest. This ability can only be used once per short or long rest.

At level 14 as an action you can become a living lightning bolt. You travel in a straight line for up to 300 ft. Any creatures you pass through make a dexterity saving throw. On a fail they take 10d6 damage and on a success take half damage. This ability can only be used once per short or long rest.

Path of Thunder

At level 3 your chosen element infuses your body to such a degree that you can channel it through your spells. Add Thunder damage equal to your Wisdom Modifier to your damaging spells.

Also at level 3 you can summon thunder to aid you. You may release a booming shout that harms all creatures in a 20 ft cone in front of you. A creature takes 4d6 damage on a failed constitution saving throw, and half as much damage on a successful one. The damage increases to 5d6 at 6th level, 6d6 at 11th level, and 7d6 at 16th level. This ability can only be used a number of times equal to half your wisdom modifier rounded down per short or long rest.

At level 10 you become extremely attuned to the noises around you. You have blind sight out to a range of 15 ft. You also have advantage on perception checks that rely on sound and other creatures have disadvantage to hear you.


At level 14 all creatures have disadvantage on any saving throws that deal lightning or thunder damage.


Multiclassing

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Wisdom 13 or higher.

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Simple weapons and Light armor.



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