Healer of the Storm, 2nd Variant (5e Class)

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Healer of the Storm[edit]

Fate.Grand.Order.600.2574714.jpg
Gray [The Case Files of Lord El-Melloi II], From Fate/Grand order.

There was nothing she could do. The person she loved most was dying in her very arms. Suddenly, a man approached. "I can save him," He says, "But it will cost you." Lightning struck a ways off, the thunder clapping loudly, only seconds after. She looks at the man, "Anything!" She says, "Any price you ask, I will pay it!" He kneels down and raises his hand. Lightning strikes, rending it's way through the forest canopy above them, exposing them to the water, which nearly immediately started to tap dance on the ground around them. Tap-tap-taptap-tap. The Lightning, rather than arcing quickly, like it normally would, struck and lingered in his arm. It crept down, and into the body of the man who was dying. The woman watched in awe and wonderment as the gaping wound in her beloved's chest slowly closed, almost being sutured, rather than cauterized, by the lightning. Then, suddenly, the small suture mark cauterized, and there was a small scar on his chest where once, there was a gaping hole.

Creating a Healer of the Storm[edit]

Quick Build

You can make a Healer of the Storm quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Sage background.

Class Features

As a The Healer of the Storm you gain the following class features.

Hit Points

Hit Dice: 1d8 per The Healer of the Storm level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per The Healer of the Storm level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, martial weapons
Tools: Herbalism kit
Saving Throws: Constitution, Wisdom
Skills: Choose three from; Acrobatics, Arcana, Athletics, Intimidation, Investigation, Medicine, Nature, Perception, and Survival

Equipment

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

  • (a) a shortsword or (b) a simple melee weapon
  • a light crossbow and 20 bolts
  • (a) a component pouch or (b) a druidic focus
  • a herbalism kit
  • If you are using starting wealth, you have If utilizing starting wealth, roll 2d4x10 in funds.

Table: The The Healer of the Storm

Level Proficiency
Bonus
Features Shock Points Cantrips Known Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Fulminating Acceleration, Spellcasting 4 4 2
2nd +2 Shock Pool, Storm Archetype, Unarmored Defense 2 4 5 3
3rd +2 3 4 6 4 2
4th +2 Ability Score Improvement, Healer's Wrath 4 5 7 4 3
5th +3 Extra Attack 5 5 8 4 3 2
6th +3 Healing Cloud, Storm Archetype Feature 6 5 9 4 3 3
7th +3 7 5 10 4 3 3 1
8th +3 Ability Score Improvement, Storm Conduit 8 5 11 4 3 3 2
9th +4 9 5 12 4 3 3 3 1
10th +4 Fulminating Acceleration Improvement, Storm Archetype Feature 10 6 13 4 3 3 3 2
11th +4 Static Smite 11 6 14 4 3 3 3 2 1
12th +4 Ability Score Improvement 12 6 15 4 3 3 3 2 1
13th +5 13 6 15 4 3 3 3 2 1 1
14th +5 Storm Archetype Feature 14 6 15 4 3 3 3 2 1 1
15th +5 15 6 15 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 16 6 15 4 3 3 3 2 1 1 1
17th +6 Regenerating Shockwave 17 6 15 4 3 3 3 2 1 1 1 1
18th +6 Tempest Flight 18 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 19 6 15 4 3 3 3 3 2 1 1 1
20th +6 Fulminating Accleration Improvement, Storm Archetype Feature 20 6 15 4 3 3 3 3 2 2 1 1

Fulminating Acceleration[edit]

An arc of lightning blessed you with the speed of a lightning bolt. Starting at 1st level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain healer of the storm levels, as shown in the Healer of the Storm table.

At 10th level, your speed increases by 20 feet, and at 20th level it increases by 30 feet.

Spellcasting[edit]

As a conduit for temporal power, or in the life of a trauma or ancestor, left an indelible mark on you, infusing you with temporal magic. This life of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the Healer of the Storm spell list, which is located at the end of the class description. You learn additional Healer of the Storm cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Healer of the Storm table.

Spell Slots

The Healer of the Storm table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Healer of the Storm 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.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Cleric's, Druid's, Sorcerer's, or Wizards spell list.

The Spells Known column of the Healer of the Storm table shows when you learn more Healer of the Storm spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Healer of the Storm spells you know and replace it with another spell from the Healer of the Storm spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Healer of the Storm spells . You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Healer of the Storm spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a Healer of the storm spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your Healer of the Storm spells.

Shock Pool[edit]

You gain access to a pool of magical power, known as the Shock Pool. Beginning at 2nd level, you have 2 Shock Points. This amount increases as shown on the Healer of the Storm table.

You regain these points after a short or long rest.

Storm Archetype[edit]

At 2nd level, you must choose a Storm Archetype, either Tempest Healer, or Tribal Storm. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 20th level.

Unarmored Defense[edit]

Beginning at 2nd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Ability Score Improvement[edit]

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.

Healer's Wrath[edit]

The relentless echos of memories that flood your mind, cause you to focus on a state of resentment and agony, your eyes now imbue a bluish glowing hue of calm fury. You are the calm before the Storm. At 4th level, as a bonus action, you gain the following benefits while in Healer's Wrath:

  • You have advantage on Dexterity checks and Saving Throws.
  • You can't be Charmed, Frightened, Paralyzed, or Stunned while in wrath. If you are stunned or charmed when you enter your wrath, the effect is suspended for the duration.
  • At the start of its turn, you can gain advantage on spell attack rolls during that turn, while melee attack rolls made against you have disadvantage.
  • You can add your proficiency bonus to all of your Healing.

Your Wrath lasts for 1 minute. Unless it ends early if you are knocked Unconscious, or if your turn ends and you haven't attacked a hostile creature since your last turn, or you haven't been attacked since then. You can also end your wrath on your turn as a bonus action.

You can use this feature a number of times equal to your proficiency bonus, you regain this feature again after finishing a short or long rest.

Extra Attack[edit]

At 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

Healing Cloud[edit]

At 6th level, you know the Healing Spirit spell, you can cast this spell once without expending a spell slot or requiring concentration to maintain the spell. This spell doesn't count against the number of the Healer of the Storm spells you know at 2nd level.

You can use this feature a number of times equal to your proficiency bonus, then you must finish a long rest before you can do so again.

Storm Conduit[edit]

At 8th level, you can absorb incoming lightning damage and instead gain temporary hit points equal to the prevented damage. Whenever you roll lightning damage for a spell you cast, you can sacrifice any number of the temporary hit points granted by this feature and add the number to the damage roll as lighting damage. Additionally, as long as you still have any of these temporary hit points remaining, you have advantage on Dexterity saving throws.

Alternatively, you can absorb the incoming lightning damage and gain shock points equal to the lightning damage dealt to you. If you are at full shock points when you do this, the damage taken will instead be added as lightning damage to the next melee attack you make.

Static Smite[edit]

Your weapon sparks with lightning and sparks as you strike, you now hold a great power beneath your grasp. At 11th level, as an action, you may expend 10 shock points, upon striking a creature with your melee weapon, it explodes with the energy of a storm. The weapon will deal an extra 2d12 + your Wisdom modifier as lightning damage and an extra 1d6 + your Wisdom modifier as thunder damage. If a critical attack occurs, any enemy creatures within a 10-foot radius of the creature that you critically hit will take half the damage from the critical hit. Your critical range is increased to 19-20.

Regenerating Shockwave[edit]

At 17th level, as an action, you can expend 15 shock points to charge a blast of energy surrounding you in lightning and trauma... Up to six creatures of your choice that you can see within range regain hit points equal to 10d8 + your Wisdom modifier. This ability has no effect on undead or constructs.

This feature can only be used twice, then you must finish a long rest before you can use this feature again.

Tempest Flight[edit]

The winds are now under your command, gifting you with the power of flight. At 18th level, as a bonus action, you may expend 20 shock points, touching a willing creature, that creature gains the following benefits for 10 minutes:

  • The target has a flying speed of 90 feet.
  • The target gains a +1 bonus to AC.
  • The target has advantage on Dexterity saving throws.
  • It doesn't provoke attacks of opportunity while flying.

After the 10 minutes end, the target fall if it is still aloft, unless it can stop the fall.

This feature can only be used once, then you mush finish a long rest before you can use this feature again.

Tempest Healer[edit]

The Tempest Healer is an asset on the battlefield, utilizing thundering blows from there palms, and lightning from the skies to heal their allies.

Bonus Cantrip[edit]

At 2nd level, you gain the Thunderclap cantrip if you don't already know it. This cantrip doesn't count against the number of Healer of the Storm cantrips you know.

Blistering Heal[edit]

You raise your weapon to the sky calling for the storm, in return your weapon is infused with lightning. Starting at 2nd level, as a bonus action, you may expend 2 shock points, the weapon will deal an extra 1d12 lighting damage to any target you hit, you and up to two other creatures of your choice within a 30-foot-radius of the target will heal for half the lightning damage dealt as lightning arcs towards you all.

Electric Alleviation[edit]

Recalling moments from your past, a source of untouched power overflows from within. Starting at 6th level, you are reminded of the spell Lightning Bolt, gaining it as 3rd level spell. This spell doesn't count against the number of the Healer of the Storm spells you know at 3rd level. When you cast this spell and it hits an allied creature, that creature will heal for half the lightning damage dealt instead of taking damage.

You may cast the spell at higher levels at the cost of 2 extra shock points per level.

Calming Breeze[edit]

A calming wind radiates outwards from you and over nearby allies. Beginning at 10th level, as an action you may expend 10 shock points, select up to five creatures within a 30-foot-radius to regain 4d8 hit points. Any creature affected by this feature is also immune to being charmed or frightened for 1 minute. When this effect end, any suppressed effect remains, provided that its duration has not expired in the meantime. This feature has no effect on undead or constructs.

Healing Gale[edit]

Wind rushes outwards from you and over nearby allies in a rolling wave that amplifies vital energy. At 14th level, as an action, you may expend 14 shock points, you and up to five other creatures of your choice within a 30-foot radius, regain a number of hit points equal to 10d6 + your Wisdom modifier. Any creature affects by this effect also gains the benefits of the Bless spell for 1 minute. This feature has no effect on undead or constructs. Creatures that have 0 hit points don't gain the benefits of the Bless spell.

This feature can only be used two times, then you must finish a short or long rest to use this feature again.

Conductive Healing[edit]

At 20th level, as an action, you may expend 20 shock points, by creating a bolt of lightning that arcs towards a target of your choice that you can see within a 60-foot radius. Three bolts then leap from that target to as many as three other targets, each of which must be within a 30-foot-radius of the first target. A target can be a creature or object and can be targeted by only one of the bolts. These bolts will restore 10d10 + your Wisdom modifier of hit points. This feature has no effect on undead or constructs.

This feature can only be used once, then you mush finish a long rest before you can use this feature again.

Tribal Storm[edit]

The Tribal Storm utilizes crude electricity in combat while in the center of the storm.

Bonus Cantrip[edit]

At 2nd level, you gain the Lightning Lure cantrip if you don't already know it. This cantrip doesn't count again the number of the Healer of the Storm cantrips you know.

Tempest Leap[edit]

You teleport through a streak of lightning. Beginning when you choose this archetype at 2nd level, as a bonus action, you may expend 2 shock points, choose a point withing 60 feet of you. You can teleport to the chosen destination through a streak of lightning. Each creature in a 5-foot-wide line from your starting point to your destination must make a Dexterity saving throw. A creature takes 1d12 + your Wisdom modifier of lightning damage on a failed save, or half as much on a successful one.

Storm Recollection[edit]

Recalling moments from your past, a source of untouched power overflows from within. Starting at 6th level, you are reminded of the spell Lightning Bolt, gaining it as a 3rd level spell. This spell doesn't count against the number of the Healer of the Storm spells you know at 3rd level. You can cast it by expending a spell slot as normal or by spending 5 shock points. If you cast the spell using shock points, it requires no verbal or somatic components, and it require no material components.

You may cast the spell at higher levels at the cost of 2 extra shock points per level.

Lightning Wave[edit]

You release a blast of elemental lightning by pounding your fists together. At 10th level, you may expend 10 shock points, each creature in a 15-foot-radius of you must make a Dexterity saving throw vs your spell save DC, 8d6 lightning damage and become paralyzed until the end of your next turn on a failed save. If successful, the creatures will only take half damage, and will not be paralyzed.

Cyclone Blast[edit]

You collect the power of the storm, as it surges around you causing the air to electrify with sparks, just waiting to be released. At 14th level, as an action, you may expend 10 shock points, and any creatures within a 30-foot-radius of you must make a Constitution saving throw vs your spell save DC, or take 10d6 + your Wisdom modifier thunder damage and becomes stunned until the start of your next turn on a failed save, or half as much and not stunned on a successful one.

You can use this feature up to two times, then you must finish a short or long rest before you can use this feature again.

Storm's Retribution[edit]

You recall the memories of your loved ones, sacrificing all of your power to ensure powerful bolts of lightning smite your foes. At 20th level, as an action you may expend 20 shock points, to send out bolts of lightning that crash to the ground at four different points you can see withing a 60-foot range. Each creature in a 10-foot-radius sphere centered on each point you choose, must make a Dexterity saving throw vs your spell save DC. The sphere spreads around corners. Upon failure, they will all be paralyzed until the end of your next turn, while take 8d6 lightning damage and 4d6 thunder damage. If successful. the creature will only take half the damage, and will not be paralyzed. The storm damages objects in the area and conducts electricity on metallic objects that aren't being worn or carried.

This feature can only be used once, then you must finish a long rest before you can use this feature again.


Healer of the Storm Spell List[edit]

  • Cantrips (0-lvl)

Booming Blade, Control Flames, Create Bonfire, Fire Bolt, Frostbite, Gust, Lightning Lure, Produce Flame, Ray of Frost, Shape Water, Shillelagh, Shocking Grasp, Spare the Dying, Thunderclap

  • 1st-lvl

Absorb Elements, Burning Hands, Chaos Bolt, Chromatic Orb, Create or Destroy Water, Cure Wounds, Detect Magic, Expeditious Retreat, False Life, Feather Fall, Fog Cloud, Frost Fingers, Ice Knife, Inflict Wounds, Jump, Mage Armor, Magic Missile, Searing Smite, Shield, Thunderous Smite, Witch Bolt, Zephyr Strike

  • 2nd-lvl

Aganazzar's Scorcher, Aid, Air Bubble, Blindness/Deafness, Continual Flame, Dust Devil, Flame Blade, Flaming Sphere, Gust of Wind, Heat Metal, Hold Person, Invisibility, Lesser Restoration, Levitate, Magic Weapon, Misty Step, Pyrotechnics, Rime's Binding Ice, Scorching Ray, See Invisibility, Shatter, Silence, Snilloc's Snowball Storm, Warding Wind

  • 3rd-lvl

Aura of Vitality, Call Lightning, Counterspell, Dispel Magic, Elemental Weapon, Fireball, Fly, Gaseous Form, Haste, Life Transference, Lightning Bolt, Protection from Energy, Revivify, Sleet Storm, Slow, Thunder Step, Wall of Water, Water Breathing, Water Walk, Wind Wall

  • 4th-lvl

Aura of Life, Conjure Minor Elementals, Control Water, Elemental Bane, Fire Shield, Freedom of Movement, Greater Invisibility, Ice Storm, Storm Sphere, Summon Elemental, Wall of Fire, Watery Sphere

  • 5th-lvl

Cone of Cold, Conjure Elemental, Control Winds, Destructive Wave, Far Step, Flame Strike, Greater Restoration, Immolation, Maelstrom, Mass Cure Wounds, Steel Wind Strike

  • 6th-lvl

Chain Lightning, Harm, Heal, Investiture of Flame, Investiture of Ice, Investiture of Wind, Otiluke's Freezing Sphere, Primordial Ward, Wall of Ice, Wind Walk

  • 7th-lvl

Delayed Blast Fireball, Fire Storm, Prismatic Spray, Regenerate, Resurrection, Whirlwind

  • 8th-lvl

Antimagic Field, Control Weather, Incendiary Cloud, Tsunami

  • 9th-lvl

Mass Heal, Meteor Swarm, Prismatic Wall, Storm of Vengeance


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Healer of the Storm class, you must meet these prerequisites: Dexterity 13 and Wisdom 13;

Proficiencies. When you multiclass into the Healer of the Storm class, you gain the following proficiencies: Simple weapons, martial weapons.



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