Tempest (5e Subclass)

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Tempest

The Tempest is an subclass for the fighter class.

Tempests are warriors who combine strength of arm and skill with steel with the destructive power of the storm, striking as fast as lightning.

Tame the Storms

When you choose this subclass at 3rd level, you gain resistance to lightning and thunder damage.

Tempest Weapon

At 3rd level, you can use a bonus action to touch up to two nonmagical weapons and infuse them with the power of the storm. For 1 minute, the weapons you touch become magic weapons which deal an extra 1d4 lightning and 1d4 thunder damage when when they hit. Once you've used this feature twice, you can't use it again until you finish a short or long rest. You can use this feature an additional time before a rest when you reach 7th level and again at 15th level.

Windborn Charge

At 7th level, you gain the ability to fly up to twice your walking speed when you use your Action Surge. You can use your flying speed before or after the additional action. Once you reach 15th level, you can fly up to four times your walking speed instead.

Greater Tempest Weapon

Starting at 10th level, the bonus lightning and thunder damage of your tempest weapon feature increases to 1d6. At 18th level, the bonus damage increases to 1d8.

Cyclone Spin

Beginning at 15th level, you can use your action to perform a cyclone spin. Every creature within 30 feet of you must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Dexterity modifier. On a failure, a target takes 10d8 bludgeoning damage and is flung up to 60 feet away from you in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, it takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Dexterity modifier or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. Once you've used this feature, you can't use it again until you finish a long rest.


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