Hiemalis (5e Class)

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Hiemalis[edit]

"You feel storms coming."


"Winds howling."


"They sicken of the calm, who knew the storm."


"There is peace even in the storm."


"I don't just wish you rain, Beloved – I wish you the beauty of storms."


"I can hear your whisper and distant mutter. I can smell your damp on the breeze and in the sky I see the halo of your violence. Storm, I know you are coming."


These word resonate within you, make you hum like the air in the cyclone centre. As a child, when others made busy during a storm, you were sitting at the window or infront of the open door, or even were outside. Watching the trees bend in the wind, delighting in the pour from the sky, awed at the flashes of light, laughing with the rolling thunder, leaving tracks in the fresh snow. You looked the storm in the eye, and grinned.

Now?

Now you know how to manipulate the atmosphere around you.

Now, you are one with the hurricane.

Let your enemies tremble, for they will have to weather your storm.

Creating a Hiemalis[edit]

When creating your Hiemails, consider how your character's connection to the storms of the world developed. Was one of their parents a Hiemalis, who passed on their teaching to their child? Perhaps one of their parents was an air genasi, providing their child with an in-depth knowledge of the weather. Maybe they even had an experience with the elemental plane of Air?

Quick Build

You can make a Hiemalis quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Urban Bounty Hunter background with Stealth and Insight. Third, take the Arcana, Perception and Nature skills. Fourth, choose the "dancing lights", "minor illusion", "prestidigitation" cantrips, along with the 1st-level spells "thunderwave" and "armor of agathys". Fifth, take the arcane focus, 2 daggers and the explorer's pack when choosing your starting equipment.

Class Features

As a Hiemalis you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, Medium armor
Weapons: Simple weapons, Martial weapons
Tools: none
Saving Throws: Wisdom, Intelligence
Skills: Choose three from Arcana, History, Investigation, Perception, Nature, and Survival

Equipment

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

Table: The Hiemalis

Level Proficiency
Bonus
Features Cantrips Spells Known Spell Level Known Base Energy Max Energy
1st +2 Spellcasting, Static Buildup 3 2 1 10 20
2nd +2 Howling Winds 3 4 1 20 40
3rd +2 Archetype Feature 3 6 1 30 60
4th +2 Ability Score Improvement 4 8 1 40 80
5th +3 Stormy Weaponry 4 10 2 50 100
6th +3 Gale 4 10 2 60 120
7th +3 Archetype Feature 4 12 2 70 140
8th +3 Ability Score Improvement 4 12 2 80 160
9th +4 4 14 3 90 180
10th +4 Fast as Lightning 4 14 3 100 200
11th +4 Archetype Feature 4 16 3 110 220
12th +4 Ability Score Improvement 5 16 3 120 240
13th +5 5 18 4 130 260
14th +5 Superconductor 5 18 4 140 280
15th +5 Archetype Feature 5 20 4 150 300
16th +5 Ability Score Improvement 5 20 4 160 320
17th +6 5 22 5 170 340
18th +6 Fierce Whirlwind 5 22 5 180 360
19th +6 Ability Score Improvement 5 24 5 190 380
20th +6 Eye of the Storm 5 24 5 200 400

For the purposes of attunement to already existing items, you may consider yourself to be a Wizard, Sorcerer of the Storm Sorcery origin, and a Ranger.

Spellcasting[edit]

Starting at 1st level, you have a reservoir of Energy within you, which you can combine with your Intellect to manipulate reality, casting spells.

The Base Energy column of the Hiemalis table shows your normal level of Energy. Whenever you finish a short or long rest, your Energy resets to this level, no matter if it was more or less before.

The Max Energy column of the Hiemalis table shows your maximum level of Energy. You can't contain more Energy than this value. Any Energy gained beyond this will be lost.

Cantrips

At 1st level, you know three cantrips of your choice from the Hiemalis spell list. You gain futher cantrips as detailed in the Hiemalis table.

Spells Known at 1st Level

At 1st level, you know two 1st-level spells of your choice from the Hiemalis spell list detailed at the end of the class description.

Casting

To cast one of your spells, you must expend Energy equal to the level the spell is cast at, times 20. In one cast, you can only use Energy equal to your Spell Level Known, detailed in the Hiemalis table, times 20. For instance, at level 5, to cast "thunderwave" as if using second level spell slot, you need to spend 40 Energy, but you would be unable to spend 60 Energy to cast it as if using a third level spell slot.

Cantrips are minor manipulations and cost no Energy to cast.

Spellcasting Ability

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

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Hiemalis spells.

Spells Known of 1st Level and Higher

The Spells Known column of the Hiemalis table shows when you learn more spells of your choice. Each of these spells must be of a level known to you, as detailed in the Spell Level Known column of the Hiemalis table. For instance, when you reach 5th level in this class, you can learn two new spell of 1st or 2nd level.

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

Static Buildup[edit]

Starting at 1st level, chose one of the following fighting styles:

  • Weaponbound: Your weapons are tethered to you. Whenever you deal damage with an unarmed or weapon attack, you gain an amount of Energy equal to the damage the target takes.
  • Feedback Loop: You learn the eldritch blast cantrip. This does not count against the number of cantrips known. Whenever you deal damage with any cantrip, you gain an amount of Energy equal to the damage the target takes.

If you hit multiple targets with an area of effect attack, you only gain the highest amount of damage taken as Energy.

For instance, if you hit an enemy with 6 hit points for 13 points worth of damage, you regain 6 Energy, because they take 6 damage.

If you hit a resistant enemy with 40 hitpoints for 20 points worth of damage, they only take 10 damage due to resistance, and so you gain 10 Energy.

If you hit 3 enemies with 10 hit points each, and they take 3, 5 and 8 damage respectively, you gain 8 Energy.

If you hit a target with a Staff of Striking, and expend 3 charges, and it takes 9 bludgeoning and 3 force damage, you gain 12 Energy.

This does not activate on hitting yourself, a creature you summoned, or an inanimate object like a wall, gates, the ground, etc.

Howling Winds[edit]

Beginning at 2nd level, you may use an action to form a storm to surround your body, creating a 10 foot radius sphere of wind, lightning, freezing rain and snowy or icy rough terrain around yourself for as long as you maintain concentration or until you dismiss it (no action required). You may add your proficiency bonus to Constitution saving throws made to maintain concentration on Howling Winds. You are exempt from any of the negative effects or damage caused by this feature being active. The 10 foot radius sphere around you is considered difficult terrain. Any creature that enters the sphere or starts their turn inside takes 3 damage. This damage is considered to be cold, lightning, thunder and bludgeoning damage simultaneously. Use whichever is best in terms of avoiding resistances or immunities, and hitting vulnerabilities. This damage increases to 3d2 at 5th, 3d4 at 11th, and 3d6 at 17th level. As the area is battered by gusts of strong wind (ranging from 20 to 50 miles per hour) mundane fog, mists, and similar phenomena are automatically dispersed. Starting at level 5, so are magical ones.

Additionally, you can make ranged attacks and ranged spell attacks at enemies within your Howling Winds area without disadvantage even if they are within 5 feet of you or knocked prone.

You are also immune to the effects of cold or stormy weather, and ignore difficult terrain created by them, such as snow, ice or mud.

Archetype[edit]

At 3rd level, you choose an archetype that your storm represents. The archetype you choose grants you features at 3rd level and again at 7th, 11th and 15th level.

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 you 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.

Stormy Temper[edit]

Beginning at 5th level, you expand upon your fighting style.

If you use Weaponbound, as a bonus action, you can create a weapon out of solidified lightning, ice and water that lasts until you dismiss it, you create another weapon or someone other than you picks it up. Ranged weapons create their ammunition as part of the attack, but can also use other ammunition. You are proficient with any weapon that you create and they have the finesse property while you wield it. On your turn, you can attack twice, instead of once, whenever you take the Attack action with such a weapon.

You may also instead, as a bonus action, apply this to a weapon you are wielding, your unarmed attacks, or one of your natural weapons, gaining the mentioned benefits. Doing so dismisses any weapon you have summoned, and summoning a weapon while applied in this way dismisses the effect.

Starting at 7th level, attacks with a summoned weapon, or one with the effect applied, are treated as magical for purposes of overcoming damage reduction.

At level 11, when you attack a summoned weapon, or one with the effect applied, it deal an additional 1d6 damage. This damage is either cold, lightning, thunder or bludgeoning damage. This is chosen when using the bonus action to create the weapon or apply the effect. You may spend a bonus action to switch between these damage types. This bonus damage increases to 2d6 at level 17 .


If you use Feedback Loop, when you deal damage with a cantrip, roll additional d2s equal to the number of dice on the cantrip's damage roll. The cantrip deals your choice of that much additional lighting, cold or thunder damage to the affected target. At level 11, this increases to d4s, and increases again at level 17 to d6s.

Starting at 7th level, you double the range of all your cantrips.

Gale[edit]

Beginning at 6th level, as long as Howling Winds is active, you may activate this feature as a reaction when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage. When doing so, you direct the storm to interfere with the attack and instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can use this a number of times equal to 1 + your Intelligence modifier, or by spending 100 Energy. You regains all uses when you finish a long rest.

Additionally, the effects of Howling Winds reach out to 30 feet and you can now choose a number of targets up to your level that are unaffected by the difficult terrain, damage and other negative effects. Anyone not excluded also has their speed reduced by half for as long as they remain inside the spheres influence.

Fast as Lightning[edit]

Beginning at 10th level, when you move you may temporarily become one with the storm. Once per turn, as long as Howling Winds is active, you may fade into the storm and reform in an unoccupied space that your Howling Winds covers, by spending movement equal to the distance traveled. This does not provoke attacks of opportunity.

If you have chosen the Living Storm archetype, and are mounting your companion, you may take your companion with you when using this feature. Doing so reduces your companions movement in its upcoming turn by an amount equal to the distance traveled as well, and doesnt provoke attacks of opportunity. The same is true for the Bîaŵac archetype and the mount summoned by "find greater steed".

Superconductor[edit]

Beginning at 14th level, the storm has become part of you, sustains and preserves you. You gain resistance to cold and lightning damage, and no longer need to eat or drink, while your body is supercooled to such a degree that you no longer age and can't be aged magically. You and your gear are covered in frost, and you are cool to the touch. Occasionally there are harmless arcs of electricity striking across your body and equipment. The air around you is colder and seems tense and charged.

Fierce Whirlwind[edit]

Beginning at 18th level, your inner storm has grown even more intense. You may activate this feature as part of an attack or spell cast, so that any cold, lightning, thunder or bludgeoning damage you deal with the attack or spell ignores one level of resistance (resistance is ignored, immunity becomes resistance and absorption becomes immunity). This cant benefit the attack or cast of any creature you summon, control or similar.

You can use this feature again after finishing a long rest, or by spending 200 Energy.

Additionally, you gain a pair of large wings made out of ice, water and lightning, giving you a flying speed equal to your walking speed.

Eye of the Storm[edit]

Beginning at 20th level, you can use an action to form a churning storm cloud, centered on a point you can see and spreading to a radius of 360 feet. You sustain this cloud for 5 turns by concentrating. Lightning flashes in the area, thunder booms, snow falls and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw against your Spell save DC. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this spell, the storm produces additional effects on your turn.

Round 1, 3 and 5: Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible, expect for you, your summons and your controlled creatures. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells for everyone but you. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

Round 2 and 4: You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

You can use this feature again after finishing a long rest, or by spending 400 Energy and gaining two levels of exhaustion.

Additionally, you can cast "control weather" at will, and you no longer need to make Constitution saving throws to maintain concentration on Howling Winds when taking damage.

Archetypes[edit]

Living Storm[edit]

They embody the more positive aspects of a storm, the storm as help and assistance. They are the Bringers of the Rain that waters the crops and the Heralds of the Wind that drives the mill and pushes the ship.

For the purposes of attunement to already existing items, you may consider yourself to additionally be a Ranger of the Beast Master Conclave.

Cyclone Companion[edit]

Beginning at 3rd level, you may choose a creature with a CR of 1/2 or lower that is large or smaller. You create this creature as the avatar of your inner storm, with the following changes and additions:

  • No matter what the creatures type would be normally, it is now an elemental. Thusly, it is immune to being grappled, paralyzed, petrified, poisoned, prone, or restrained and is resistant to bludgeoning, piercing, and slashing from nonmagical attacks. Its appearance is also changed, as it is now made out of ice, water and lightning.
  • Any ability the base creature normally has, that would allow it to create additional copies or allow it to divide itself into multiple instances, such as an ochre jelly's Split, is removed.
  • Any equipment its form would usually have, like weapons or ammunition, are part of its body and it can create or dismiss all of them as a bonus action. It may only create up to the amount the form would usually have. (E.g. a Centaur would have one pike, one longbow and two arrows, while a Manticore would have 24 tail spikes.)
  • All attacks it makes deal either their listed damage, cold, lightning, thunder, or bludgeoning. It may change the damage type for each of its attacks during a short or long rest.
  • It is of the same alignment as you.
  • It gains enough Darkvision to reach out to 60ft.
  • It acts immediately after your turn.
  • You may issue a command to it as a free action in combat and if given no commands, it will protect itself and you to the best of its ability.
  • It can only exist within the area your Howling Winds covers or would cover. However, it is not affected by your Howling Winds. If your Cyclone Companion leaves your Howling Winds area, it immediately dies.
  • If your companion would be moved out of that area, you may use your reaction to follow it. This takes up part of the movement of your next upcoming turn, and can't exceed your movement. Similarly, if you move or would be moved in such a way that your Cyclone Companion would be outside that area, it may use its reaction to follow you. This takes up part of the movement of its next upcoming turn as well, and can't exceed its movement either.
  • If your companion dies, it reforms next to you over the course of your next long rest with full hit points and all of its memories intact.
  • If it is wounded, it can be healed via magic, magic abilities, magic items, by spending hit dice during a short rest, by completing a long rest, or by any ability it has (such as Regeneration).
  • If your Cyclone Companion has Multiattack, then the maximum amount of attacks it is allowed to do is limited to two, no matter how many attacks it could normally make.
  • It shares your mental stats (Intelligence, Wisdom and Charisma), but also shares your need for sleep and your level of exhaustion. This means that both of you need to sleep, at the same time, to properly rest.
  • It understands any language you speak, but can only speak if the form it takes can do so as well.
  • You and your Cyclone Companion are connected telepathically, and can communicate this way.
  • For the purpose of its level related matters, such as its proficiency bonus or the number of hit dice, it is considered to be of the same level as you. It adds its proficiency bonus to any attack, ability check or saving throw that it makes.
  • For the purposes of using, wearing or attuning to magic item, you and your companion are considered to have the same class levels (at the least 3 levels in Hiemalis plus any other class levels you have), and to be the same entity. This means that you both need to attune to an item that needs attunement, for either of you to be able to use it.

You can change the form of your Cyclone Companion during a long rest. The CR you can choose from increases to CR1 at 5th, CR2 at 7th, and CR3 at 9th level.

Swept up[edit]

Beginning at 7th level, your Cyclone Companion becomes deadlier and more adaptable.

Its attacks deal an additional 1d6 damage. This damage is either cold, lightning, thunder or bludgeoning. Your Cyclone Companion may spend a bonus action to switch it between these damage types.

Its attacks become magical for purposes of overcoming damage reduction at level 11.

Storm Front[edit]

Beginning at 11th level, your Cyclone Companion gains an additional +2 hit points for every Hiemalis level you have.

Reactive Reform[edit]

Beginning at 15th level, while Howling Winds is active, your Cyclone Companion can use a reaction to reform in an unoccupied space within your Howling Winds area. It may only do this in response to it being attacked, moved out of your Howling Winds area or if you are attacked.

If it was attacked, then the attack misses as long as your Cyclone Companion reforms in an unoccupied space outside of the attacks range, path or area of effect.

If it would have been moved out of your Howling Winds area, any forced movement is cancelled afterwards.

If you were attacked, your Cyclone Companion takes the hit instead, as it uses its body to shield you by reforming in an unoccupied space between you and the attack. In the case of a melee attack against you, your Cyclone Companion reforms in the space you occupy, pushing you into an adjacent unoccupied space.

It can use this ability a number of times equal to your Intelligence modifier. It regains all uses when you finishing a long rest.


Storm Cell[edit]

They represent the very height of the Storm's chaotic nature, wreaking destruction in their wake.

For the purposes of attunement to already existing items, you may consider yourself to additionally be a Wizard of the School of Evocation.

Supercharged[edit]

Beginning at 3rd level, as long as your current Energy level is equal to your maximum Energy level, you become Supercharged. You temporarily gain +10 ft. speed in every speed already greater than 0 ft. and when you cast a spell, its effects are of two levels higher than you cast it at. This increases to three levels higher at level 11, and again to four levels higher at level 17.

For instance, at level 3 and max Energy, you cast "thunderwave" as if using a first level spell slot. You spend 20 Energy to cast the spell, but since it is treated as being cast at third level, it does 4d8 thunder damage instead of 2d8.

The additional speed increases to +20 ft. at level 11.

Tesla Coil[edit]

Beginning at 7th level, while you are Supercharged and you would gain Energy, you may choose a target within the area your Howling Winds covers or would cover and unleash the Energy at the it. The target must make a Dexterity saving thow against your Spell save DC. On a failed save, it takes force damage equal to half (rounded up) the amount of Energy you would have gained, or one fourth (rounded down) on a successful one.

Weather Dynamo[edit]

Beginning at 11th level, following the same rules as Static Buildup, whenever your Howling Winds deals damage, you also gain Energy.

Heightened Potential[edit]

Beginning at 15th level, as long as you are Supercharged, you temporarily increase your Dexterity or Strength (your choice) and Intelligence by two points each as you becomes awash with Energy, clearing your mind and invigorating your body.

Additionally, the effects of your Howling Winds now reach out to a distance equal to your highest speed or 30 ft., whichever is higher. (Regardless of your Energy level.)


Bîaŵac[edit]

They are all the more deathly aspects of a storm. They are the disaster that felled the kingdom. They are the calamitous wind that whipped the sea into a frenzy and capsized the ship. They are the army that stormed the keep. They are the typhoon that flings the souls into the beyond. They are Ruinstorm.

For the purposes of attunement to already existing items, you may consider yourself to additionally be a Wizard of the School of Necromancy.

Rising Storm[edit]

Starting at 3rd level, you learn the spells "find familiar" and "animate dead", and can cast them regardless of your Spell Level Known, as long as you have the needed Energy for them. These don't count against the number of spells you know. Any creature you create or summon with these shares your alignment, and a summoned familiar has the undead creature type instead of celestial, fey, or fiend.

When casting "animate dead", your control doesn't lapse for a combined CR worth of creatures equal to your Intelligence modifier (with a minimum of 1). For instance, with an Intelligence modifier of +2, you could hold indefinite control over 8 skeletons.

This archetype is intended to use the Mob combat rules of the Dungeon Master's Guide page 250 to manage its minions, and was created with that in mind.

Additionally, you may enter into a meditative trance during a long rest, instead of your usual method of resting. Doing so veils you in a version of your Howling Winds scaled down to only cover yourself. This is treated as normal sleeping or resting for you, with all the associated changes to your attention and perception that that entails.

Over the course of the meditation, you shape your body to resemble yourself after dying to a storm related disaster and awoken to undeath, or back to your living form. You might resemble the frozen dead that got caught outside by a Blizzard, the bloated corpse of those flung overboard by wind and waves at sea, the charred skeleton from a fire ignited by a lightning strike, the broken remains shattered against a tree after a tornado, and so on.

This form stops you from requiring air, food or water, as it is no mere illusion but an actual transformation of your true self. However, if your living form requires it, you still need rest. Since it changes your true self, it can not be dispelled or disenchanted and isnt affected by an antimagic field, and any other effect that changes your form and then reverts you to your normal self, such as "polymorph", returns you to the form you have shaped yourself into.

While you have shaped yourself into your undead form, you retain your creature type, but you register as undead to the senses, spells and other effects of the undead. The living still register your original creature type with spells and other effects, while everything else such as items or constructs register you as both. This has the advantage of mindless undead ignoring you, unless they are provoked or in some way directed to attack you. On the other hand, your changed appearance and confusing status might also lead to problems or draw unwanted attention, depending on where you are.

Slipstream[edit]

Starting at 7th level, any undead creature you control or have summoned no longer suffers any negative effects or is damaged by your Howling Winds, instead they are now merged and are protected by it. While you have Howling Winds active, as an action you can command any number of undead you control or have summoned to merge into it. Doing so subsumes the undead into an extra dimensional space, as long as they can reach the area that turn. Alternatively, while you have Howling Winds active, you may recall them from there with another action. Doing so allows you to place any number of them on the field, as long as there are an equal number of free 5ft. squares within or immediately adjacent to the area covered by your Howling Winds in which to place them.

Any creature that has been subsumed like that gains a shield of temporary hit points equal to your level in size, as they are now frozen over, encased in a protective shell of ice. The first instance of damage that would exceed the shields remaining amount only reduces the temporary hit points to zero, instead of flowing over into the actual hit points.

For instance, at level 7 a skeleton you control gains 7 temporary hit point. If it gets hit by two attacks dealing 5 damage each, the first attack deals full damage and reduces the temporary hit points down to 2, while the second attack only deals 2 damage, with the 3 damage over the shield amount being discarded.

To regain or restore the temporary hit points, any given creature needs to be subsumed into the Howling Winds again. Alternatively, while you have Howling Winds active, you may use an action and spend Energy equal to 10 times your level to apply the shield to all undead you control or summoned that are within your Howling Winds.

Any undead over the limit of Rising Storm will still lapse control as normal while within the extra dimensional space. If you loose control over a creature that is within, that creature is destroyed, lost to the storm. However, those within are valid targets for you to cast "animate dead" on.

Additionally, you know the spell "find greater steed" and can cast it regardless of your Spell Level Known, as long as you have the needed Energy. It also doesn't count against the number of spells you know. Any creature you summon with it has the undead creature type instead of celestial, fey, or fiend and shares your alignment.

Storm Surge[edit]

Starting at 11th level, any creature that was subsumed within your Howling Winds is further infused with it.

Any equipment they carry is now made out of the same material as your Stormy Weaponry and it disappears the moment its separated from the creature. Their ranged weapons summon ammunition as part of the attack, and if the creature is under the command to attack while its missing any of its equipment, it uses its bonus action to summon its equipment. The attacks of any creature so infused are also changed, their damage type now being the same as the current bonus damage of Stormy Weaponry, and their damage counts as magical for the purposes of overcoming damage reduction.

As an action, you may enhance controlled or summoned undead with a surge of energy. Doing so increases the damage of their next attack by an amount equal to your current Stormy Weaponry damage bonus. You can do so again after finishing a long rest, or by spending 200 Energy.

Maelstrom[edit]

Starting at 15th level, at the end of every turn Howling Winds is active, you may increase its radius by 5ft., up to a maximum radius of 10 miles. Dismissing or losing concentration on Howling Winds returns its radius back to normal.

Additionally, you know the spells "finger of death" and "clone" and can cast them regardless of your Spell Level Known, as long as you have the needed Energy. These dont count against the number of spells you know.

When casting "finger of death", you may chose to change its damage type to either cold or lightning instead of necrotic, and if it kills the target, you may chose to turn it into a skeleton instead of a zombie. When casting "clone", the clone develops into one of your Rising Storm's undead forms that you chose, and if your soul ends up within one of these clones, you are unable to use Rising Storm to transform into a living form, only to change between undead forms.

Hiemalis Spell List[edit]

Note: If you are using homebrew spells, books from which no spell is listed here, or think a spell is missing in the list, then adding a spell that is connected to lightning, thunder, cold/ice and weather, or which can be explained through the use of wind and weather, as well as more minor direct magical feats like detect magic, would be appropriate.

(Note: While thematically sound, adding the Booming Blade cantrip is not advised. It simply does too much damage with this set-up, if you can get the second part to trigger, which the balance guide assumes.)

Cantrips

druidcraft, dancing lights, minor illusion, prestidigitation, shocking grasp, ray of frost, frostbite, lightning lure, thunderclap, gust, shape water

1st Level

create or destroy water, faerie fire, feather fall, expeditious retreat, fog cloud, longstrider, thunderous smite, thunderwave, witch bolt, alarm, detect magic, shield, armor of agathys, comprehend languages, detect poison and disease, chromatic orb, jump, illusory script, ice knife, catapult, zephyr strike, frost fingers, absorb elements, distort value

2nd Level

arcane lock, blindness/deafness, blur, gust of wind, levitate, misty step, mirror image, pass without trace, shatter, silence, invisibility, cloud of daggers, darkness, hold person, snilloc’s snowball swarm, nystul’s magic aura, dragon's breath, skywrite, dust devil, rime's binding ice, warding wind

3rd Level

call lightning, fly, gaseous form, haste, lightning arrow, lightning bolt, phantom steed, sleet storm, slow, wind wall, counterspell, dispel magic, magic circle, nondetection, protection from energy, remove curse, tongues, hypnotic pattern, catnap, thunder step, tidal wave, wall of water, elemental weapon

4th Level

arcane eye, confusion, conjure minor elementals, freedom of movement, ice storm, greater invisibility, control water, watery sphere, storm sphere, summon elemental, galder's speedy courier, elemental bane, tempest barrage

5th Level

commune with nature, cone of cold, conjure elemental, telekinesis, hold monster, seeming, synaptic static, maelstrom, control winds, mislead, steel wind strike

Custom Spells[edit]

Tempest Barrage
4th-level evocation
Casting time: 1 action
Range: Sight
Components: V, S, M (a pinch of dust and a few drops of water)
Duration: Instantaneous


As an action you may designate a a 30-foot radius, 60-foot high cylinder centered on a point you can see. Until the end of your next turn, an artillery barrage-like salvo of massive raindrops impacts the area. Any creature within the cylinder must succed on a Dexterity saving throw against your Spell save DC or take 4d8 points of bludgeoning damage and become prone and soaked. On a successful save, they are only soaked.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Hiemalis class, you must meet these prerequisites: Intelligence 15

Proficiencies. When you multiclass into the Hiemalis class, you gain the following proficiencies: Nature


Notes[edit]

If you want to change something that isn't grammar related, then at the top left of the page there is 'discussion'. This leads you to a talk page, where you can bring up your ideas, so we can discuss them.


You may also want to encourage your DM to create and give you custom magic items that improve weapons created with Stormy Weaponry, in place of magic weapons you would otherwise get. (For example, instead of a Weapon +2, you get an amulet that makes it so that any weapon you create with Stormy Weaponry gets a +2 to attack and damage rolls. Instead of a Vicious Weapon, you get a ring that applies the Vicious effect to weapons created with Stormy Weaponry. And so on.)


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