Healer of the Storm (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: None
Weapons: Simple weapons, Martial weapons
Tools: Herbalism kit
Saving Throws: Constitution, Wisdom
Skills: Choose three from; Acrobatics, 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) 2 Daggers
  • (a) Medicine Kit or (b) Disguise Kit
  • (a) Staff or (b) Light Crossbow (20 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
1st +2 Lightning Quick, Thunder Crack,Healing Pulse 4
2nd +2 Shock Pool, Cantrip 4
3rd +2 Storm Archetype 5
4th +2 Ability Score Improvement 6
5th +3 Extra Attack, Weapon of the Storm, Storm Archetype 7
6th +3 Lightning Touch, Thunder Crack: Improvement 8
7th +3 Lightning Affinity, Lightning Quick: Improvement 10
8th +3 Ability Score Improvement 11
9th +4 Shockwave 12
10th +4 Static Strike, Healing Jolt 13
11th +4 Storm Archetype 14
12th +4 Ability Score Improvement, Lightning Quick: Improvement 15
13th +5 Healing Whirlwind, Thunder Crack: Improvement 16
14th +5 Healer's Rage 17
15th +5 Storm Archetype 18
16th +5 Ability Score Improvement 19
17th +6 Tempest Hover 20
18th +6 Tempest Typhoon 21
19th +6 Ability Score Improvement, Thunder Crack: Improvement 22
20th +6 Healer's Retribution 23

Lightning Quick[edit]

At the 1st level, The arc of lightning blessed you the speed of a lightning bolt, Making you faster. You get an additional +10ft of movement speed. This number increases to +15 at the 17th level, and +20 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 Constitution modifier or Wisdom modifier.

Shock Pool[edit]

At 1st 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

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 everyone in front of you within a 30-foot Cone range. The creatures within range must all make a Wisdom saving throw DC (16 + 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 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.

Healing Pulse[edit]

At 1st level you are able to spend 2 shock points to utilize the electrical charge that runs through your body and channel it into your hands. If you touch an ally you can heal them 1d4+wisdom mod. It is possible to spend 1 shock point to add 1d4 more healing value

Cantrip[edit]

At 2nd Level, you learn the cantrip Thunderclap using your Constitution as Spellcasting modifier. You aslo deal radient damage

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, 11th, and 15th levels.

Ability Score Increase[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 1. As normal, you can't increase an ability score above 20 using this feature.

Weapon of the Storm[edit]

At 5th level, As a bonus action, by spending 2 shock points, you add an additional 1d8 thunder damage to any melee attack that you make damage with. At the 12th level, this changes to a 1d10, and at the 18th level, you may roll 2d6, rather than 1d10.

Extra Attack[edit]

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

Lightning Affinity[edit]

At 7th level, you are resistant to Lightning and Thunder.

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. Can only be used once per long rest.

Static Strike[edit]

At 10th level, As an action, you can expend 5 shock points to make a melee attack. However, rather than normally rolling the damage type of your weapon, you instead change it to 2d10 + Wisdom modifier of lightning damage for your weapon. 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.

Healing Jolt[edit]

At 10th level, as an action, by spending 3 shock points. You touch a ally shocking them with a jolt of lightning. Giving them resistance towards lightning damage for 1 minute. While also healing them for 2d8 + Proficiency bonus.

Tempest Whirlwind[edit]

At 13th level, As a reaction, you may expend 3 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.

Healer's Rage[edit]

At 14th level, As an action, you may choose to expend 5 shock points, right after an ally drops unconscious.

After the relentless echos of plea of memories that flood your mind... This throws you into a state of calm rage instead. You gain the following benefits:

While raging, you gain the following benefits if you aren't wearing heavy armor:

• You have advantage on Constitution Checks and Constitution Saving Throws, while enraged.

• You can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

• At the start of its turn, you can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against you have advantage until the start of its next turn.

• You gain Immunity to Lightning, and Thunder damage, while being enraged.

If you are able to cast Spells, you can't cast them or concentrate on them while raging.

Your rage lasts until the end of combat. Unless it ends early if you are knocked Unconscious and or Stunned. You can also end your rage on your turn as a bonus action.

You can only use this feature once a day. You regain this feature again after finishing a long rest.

Tempest Hover[edit]

At 17th level, as an action, you can create a large thundercloud of 10 feet, beneath your feet, which allows you to hover up to 50 feet above the ground becoming immune to difficult terrain. While also gaining the benefits of riding a Mounted creature. Anything that wanders within the clouds range, must make a Constitution saving throw DC (8 + your Proficiency Bonus + your Wisdom modifier). Upon failure, the creature will take 2d12 + Wisdom modifier of thunder damage and be thrown back 5 feet away from you, while making the creature stunned for until the start of your next turn. If successful, The creature will take half damage and not be pushed away or stunned. This is requires concentration to maintain. Any creature that ends its turn within the large riding cloud will take 3d8 + 2 thunder damage for every turn.

Tempest Typhoon[edit]

At 18th level, as an action, expend 8 shock points to summon a cloudy storm, striking your foes with holy lightning that is within your sight, dealing 1d10 + Wisdom modifier + Proficiency bonus of lightning damage, against two random creatures per turn, one bolt will strike a random ally, healing them for 2d10 + Wisdom modifier of health. The storm lasts for 15 minutes or until you dismiss it as an another action.

Healer's Retribution[edit]

At 20th level, You recall the memories of your loved ones, sacrificing all of your power to ensure you that you can bring them back with a sudden and powerful bolts of lightning. As an action, you can expend all of your shock points to strike multiple dead creatures or allies, resurrecting them equal to your Wisdom modifier. Restoring their number of hit points by 2d20 + your Wisdom modifier. While giving them additional temporary equal to your Constitution modifier + Healer of the Storm level.

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.

Defying Death

At 3rd level, when you or an ally would be dropped to 0 Health, as a reaction, you expend 2 shock points to heal them for 2d4 + Dexterity modifier hit points.

Healing Surge

At 4th Level, you may expend 3 shock points to send a wave of electricity though the ground in a 30 foot radius to heal all allies for 3d6 hit points, plus your Constitution modifier.

Concentrated Burst

At 10th level, as an action, you focus your mind and create a thundering wave with in your palm, expending 2 shock points to touch the creature within your reach. The creature must make a Constitution save DC (8 + your Proficiency Bonus + your Constitution modifier). On a failed save, It causes creature that your touched you to be Prone and take 2d8 + Dexterity modifier of thunder damage. If successful, the creature will take half as much damage and not be prone.

Lightning Surgeon

At 15th level, as an action, you may expend 4 shock points. To end one condition on yourself or on one willing creature that you touch. During a long rest, you can use holy lightning from your tips of your fingers, to heal a creature for 2d10 + Constitution modifier of hit points.

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 Fist

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.

Blistering Heal

At 4th level, as an action, you may expend 3 shock points, raising your weapon to the sky calling down a bolt of lightning, dealing 2d8 lightning damage to one chosen creature in sight, and healing one ally for 2d4 hit points that is in your view.

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

At 15th level, as an action, you may expend 9 shock points to create a huge blast of wind and lightning in a 30ft cone. All creatures within range of you cyclone blast must make a Constitution saving throw DC (8 + your Proficiency Bonus + your Constitution modifier) On a failed save, you deal 3d8 + Wisdom modifier of lightning and an extra 2d10 slashing damage. If successful, in which they will take half damage.


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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