Healer of the Storm, 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 or Constitution. 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: Light Armor
Weapons: Simple weapons, Martial weapons
Tools: Herbalism kit
Saving Throws: Constitution, Wisdom
Skills: Choose three from; Acrobatics, Athletics, Medicine, Intimidation, Nature, Investigation, Survival

Equipment

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

  • (a) Shortsword or (b) Any 2 Simple Weapon
  • Leather Armor
  • (a) Druidic Focus or (b) Component Pouch
  • (a) Medicine Kit or (b) Herbalism Kit
  • (a) Quarterstaff or (b) Light Crossbow with 20 crossbow bolts
  • 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 Lightning Quick, Healer's Wrath, Spellcasting 4 4 2
2nd +2 Shock Pool, Bonus Cantrip 4 4 5 3
3rd +2 Storm Archetype 6 4 6 4 2
4th +2 Ability Score Improvement 8 5 7 4 3
5th +3 Lightning Blast, Storm Archetype 10 5 8 4 3 2
6th +3 Ability Score Improvement, Healing Cloud 12 5 9 4 3 3
7th +3 Lightning Absorption, Lightning Quick: Improvement 14 5 10 4 3 3 1
8th +3 Ability Score Improvement 16 5 11 4 3 3 2
9th +4 Healer's Warpath 18 5 12 4 3 3 3 1
10th +4 Static Smite 20 6 13 4 3 3 3 2
11th +4 Storm Archetype 22 6 14 4 3 3 3 2 1
12th +4 Ability Score Improvement 24 6 15 4 3 3 3 2 1
13th +5 Electric Armor 26 6 15 4 3 3 3 2 1 1
14th +5 Ability Score Improvement,Thunderous Crack 28 6 15 4 3 3 3 2 1 1
15th +5 Storm Archetype 30 6 15 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 32 6 15 4 3 3 3 2 1 1 1
17th +6 Tempest Flight 34 6 15 4 3 3 3 2 1 1 1 1
18th +6 Tempest Typhoon 36 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 38 6 15 4 3 3 3 3 2 1 1 1
20th +6 Healer's Retribution, Lightning Quick: Improvement 40 6 15 4 3 3 3 3 2 2 1 1

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 cleric's, sorcerer's, Warlocks, Druids, Wizards, or paladin's spell list. 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, sorcerer's, Warlocks, Druids, Wizards, or paladin's 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 an druidic focus as a spellcasting focus for your Healer of the Storm spells.

Lightning Quick[edit]

The arc of Lightning blessed you the speed of a Lightning bolt.

At the 1st level, You get an additional +10ft of movement speed, This number increases to +15 at the 7th level, and +20 movement speed at the 20th level.

Unarmored Defense[edit]

While you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.

Thunder Crack[edit]

At 1st level, as an action, You clap your hands with tremendous force to call upon the sound of thunder. You stun all enemies in front of you within a 30-foot Cone range. The creatures within range must all make a Wisdom saving throw DC (8 + your Proficiency Bonus + your Wisdom modifier) to avoid being Stunned. They will all suffer the Stunned condition, until the start of your next turn, and takes 1d6 thunder damage + Wisdom modifier upon a failure. If successful, they all take half damage and will not be stunned. The damage increases to 2d6 at 5th level, then 3d6 at 13th level and finally 4d6 at 19th level. This feature can only be used once per day. You regain a use for this feature after short rest.

Healer's Wrath[edit]

After the relentless echos of plea of memories that flood your mind... This throws you into a focused state of resentment and agony, your eyes now embue a bluish glowing hue of calm fury. You are the calm before the Storm.

At 1st level, As a bonus action, You gain the following benefits:

While raging, you gain the following benefits:

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

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 only use this feature twice a day, you regain this feature again after finishing a long rest.

Shock Pool[edit]

At 2nd level, you gain access to a pool of magical power, known as the Shock Pool. At the 2nd level, you have 4 Shock Points. This amount increases as shown on the Healer of the Storm table. You regain these points after a short or long rest.

Bonus Cantrip[edit]

When you choose this domain at 1st 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.

Healing Storm[edit]

At 3rd level, you must choose a Healing type. A heal of the creatures hit die or a 1d8 roll. Your chosen Archetype will give you features at the 5th, 6th, 11th, and 15th levels. At 5th level the creatures hit die is modified by both your wisdom and constitution modifier or turned into a 1d12. At 6th the hit die gains a +1 or turns into a 2d6. At 11th the hit die gains a +2. At 15th the hit die gains a +5 or turns into a 2d10.

Storm Archetype[edit]

At 3rd level, you must choose a Storm Archetype, either Tempest Healer, or, Tribal Storm. Your chosen Archetype will give you features at the 6th, 5th, 11th, and 15th levels.

Lightning Fist[edit]

At the 3rd level, if you are wielding a one-handed weapon, as an bonus action, make a melee attack with your free hand. Punching and dealing 1d4 + 2 lightning, and bludgeoning damage.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 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.

Storm Conduit[edit]

Instead of taking damage from lighting you gain back shock points equal to the damage took.

If at full shock points the damage taken will be added onto the next attack hit.

Extra Attack[edit]

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

Lightning Blast[edit]

You release a blast of elemental lightning.

At 5th level, As an action, you may expend 4 Shock points, Each creature in 15 foot cone area must make a Dexterity saving throw, taking 3d8 lightning damage on a failed save or half as much damage on a successful one.

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.

You must finish a long rest before you can do so again.

Lightning Absorption[edit]

At 7th level, You can absorb incoming lightning, taking no damage and instead gaining temporary hit points equal to the prevented damage and you restore back 1d8 health for an ally within 30ft.

Whenever you roll lightning damage for a spell you cast, you can sacrifice any number of the temporary hit points granted by this spell and add the same number to the damage roll.

As long as you still have any of these temporary hit points remaining, your movement speed increases by 10 feet and you have advantage on Dexterity saving throws.

Shockwave[edit]

At 9th level, As an action, you can expend 6 shock points to charge a blast of energy surrounding you in lightning and trauma... All surrounding creatures within 30ft Radius of you, they all must make a Constitution Saving throw DC (8 + your Proficiency Bonus + your Wisdom modifier). Upon failure, they will all be in a Paralyzed until the start of your next turn. While taking 2d10 lightning and 2d8 thunder damage. If successful, the creatures will take half damage, and not be in the Paralyzed and will be immune to this ability for the next 24 hours.

Static Smite[edit]

The Weapon sparks with lightning and sparks as you strike, you now hold a great power beneath your grasp.

At 10th level, As a bonus action, by spending 8 Shock points, Your weapon sparks with a bluish like glow surrounding it with static energy. The first time you hit a creature with a melee weapon attack, your weapon explodes with lightning and will deal an extra 2d10 + Wisdom modifier lightning damage. If a critical attack occurs, the creatures in the surrounding area of 10ft of the creature that you critically hit. Will all take the same result of lightning damage including the critical damage. Your critical range is increased to 19-20. The effect lasts up to 1 minute and requires concentration to be maintained.

Tempest Whirlwind[edit]

At 11th level, As a reaction, you may expend 5 shock point, to create a small tempest storm around you to protecting you from harm. Any creature within 5 feet of you, must make a Strength saving throw DC (8 + your Proficiency Bonus + your Wisdom modifier). Upon failure, the creature takes 3d8 Slashing damage + Wisdom modifier and will be knocked prone. If successful, the creature will take half damage and will not be in the Prone.

Electric Armor[edit]

You touch metal objects giving them the arcs of static from where you touch. This gives you an Idea.

At 13th level, As a action, You may expend 8 Shock points, You point at one creature that you can see within range of 15 foot that is wearing metallic armor.

The target's armor becomes electified with static for 1 hour, protecting the target and granting it the following benefits while worn:

  • The target has resistance to Lightning damage.
  • The target has a +2 bonus to AC.
  • When the target is hit with a melee attack by an attacker within 5 feet of it, if the attacker doesn't have resistance or immunity to lightning damage, it has disadvantage on weapon attack rolls until the end of its next turn.

Tempest Flight[edit]

The winds are now under your command, gifting you the power of flight. Letting you be the guide of the winds themselves.

At 17th level, as an action, by expending 12 shock points, You touch a willing creature.

The target gains a flying speed of 120 feet for 1 minute. While the target is flying using this speed, it gains a +1 bonus to AC, it has advantage on Dexterity saving throws, and opportunity attacks it provokes by flying have disadvantage.

After the 1 minute ends, the target falls if it is still aloft, unless it can stop the fall.

Tempest Typhoon[edit]

The Storm has come, you have come... and now all will pay.

At 18th level, as an action, expend 15 shock points to summon a Tempest typhoon storm as a 80 foot-tall cylinder with a 40-foot radius centered on a point you choose within range of 120 feet.

The creatures within Tempest Typhoon's radius must make a Dexterity saving throw vs Spellcasting DC.

On a failure, the target takes 5d10 Slashing and 3d12 Lightning damage, you can choose to push it up to 30 feet in any direction, and if the target is Huge or smaller, it is thrown 60 feet up into the air. It remains aloft for 1 minute, or until you dismiss it as an bonus action, at which point it falls unless it can stop the fall. While held aloft by this spell a creature is restrained if it cannot fly.

On a success, the target takes half damage and isn't pushed or launched into the air. This feature can only be used once per day, You regain a use for this feature after long rest.

Healer's Storm Retribution[edit]

You recall the memories of your loved ones, sacrificing all of your power to ensure a sudden and powerful bolts of lightning to smite their foes.

At 20th level, As an action, you may expend 20 of your shock points, to send out all bolts of lightning that crashes to the ground at four different points you can see within a 1 mile range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners.

A creature takes 20d6 lightning damage and 20d6 thunder damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one shocking burst is affected only once.

The Storm damages objects in the area and conducts electricity on metallic objects that aren't being worn or carried.

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, but do not mistake them for healers only, they can still hold their own in battle.

Tempest Leap

You teleport through a streak of lightning.

At the 3rd level, as an bonus action, you may expend 2 shock points, and Choose a point you can see within 60 foot range. You teleport to the chosen point 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 2d10 lightning damage on a failed save, or half as much damage on a successful one.

Calming Breeze

A calming wind Healing energy washes out from you and over nearby allies in a refreshing vitality and calm.

At 6th Level, During a short rest, you may expend 5 shock points, Up to six creatures of your choice, each creature regains hit points equal to 5d6 + your spellcasting ability modifier and retains the benefits of the spell Calm Emotions for the next 8 hours.

This feature has no effect on undead or constructs.

Healing Gale

Winds pushes out energy out from you and over nearby allies in a rolling wave that amplifies vital energy.

At 11th Level, you may expend 7 shock points, You and up to five other creatures of your choice within 30 foot range, regain a number of hit points equal to 6d8 + your spellcasting ability modifier, If you are still conscious at the start of your next turn, you and up to five other creatures of your choice within 30 foot range gain the benefits of the spell Bless for 1 minute.

This feature has no effect on undead, constructs, or creatures that have 0 hit points.

Conductive Healing

At 15th level, as an action, you may expend 9 shock points, by creating a bolt of lightning that arcs toward a target of your choice that you can see within 150 ft range.

Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. These targets will restore 7d10 + your spellcasting ability modifier of hitpoint. This feature can only be used once, You regain a use for this feature after long rest.

Tribal Storm[edit]

The Tribal Storm utilizes crude electricity in combat and while knowing small amounts of healing spells, still enraged by the storm.

Lightning Crack

You induced the power of the storms, casting it upon your hand, as electricity flies through the air. arching with energy.

At the 3rd level, as an bonus action, You may expend 2 shock points, and You build a charge while running and then release it in a devastating electric punch.

After charging this strike, before the end of your next turn you can spend a action to deliver the punch. The target must make a Dexterity saving throw, taking 3d8 lightning damage on a failed save or half as much damage on a successful save.

The strike becomes more powerful if you move in a straight line toward your target immediately before delivering the punch. For every 5 feet moved this way, replace one of the damage dice with a d12.

Make this substitution before rolling. If at least three dice are replaced this way, then a target that fails its save is also pushed 10 feet away from you and knocked prone.

Blistering Heal

You raise your weapon to the sky calling out a bolt of lightning from your hands, shooting a devastating arc of lightning.

At 4th level, As an action, you may expend 3 Shock points, dealing 2d8 lightning damage to one chosen creature in sight. Half the damage dealt to the creature will heal one ally within 30ft.

Tempest Rider

At 10th level, as an action, you can expend 4 shock points to summon a mare of clouds and lightning, as you can ride it, you gain the benefits of Mounted combat. Whenever you pass within 5ft of an creature, they take 1d8 + Wisdom modifier of lightning damage. Anyone who hits you or the mare takes 1d6 + 3 lightning damage. At fifteenth level, they each change to 2d6 + 6 lightning damage.

Cyclone Blast

You collect your shocking power, it now surges around you causing the air to electrify with sparks and energy, waiting to be released under your command.

At 11th level, As an action, you can expend 7 shock points, and creatures within a 30 foot radius of you must make a Dexterity saving throw vs your Spell save DC, or take 7d10 + Wisdom modifier lightning damage and becomes stunned until the start of your next turn on a failed save, or half as much damage and not become stunned on a successful save.

You must finish a long rest before you can do so again.

Tempest Smite

Storm's rage can no longer be contained, unleash it! Let the storms rage among your foes!

At 15th level, As an action, you can expend 7 shock points, You summon a 5-foot-radius bolt of lightning that streaks down from the heavens and strikes the ground at a point you choose within range.

Each creature in the path of the bolt must make a Dexterity saving throw vs Spellcasting DC, taking 8d12 lightning damage on a failed save or half as much damage on a successful one.

You must finish a long rest before you can do so again.

Multiclassing[edit]

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

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



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