Hurricane Knight (5e Class)

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<!-Introduction Leader->[edit]

Creating a Hurricane Knight[edit]


Quick Build

You can make a Hurricane Knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Sailor background. Third, choose Trident, Scale Mail, and Net

Class Features

As a Hurricane Knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Hurricane Knight level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Hurricane Knight level after 1st

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Martial weapons
Tools: Navigators Tools, Vehicles (Water)
Saving Throws: Strength, and Charisma
Skills: Choose 2 from Athletics,Intimidation, Nature, Performance,Persuasion, and Survival

Equipment

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

  • (a) Trident or (b) Any Martial Melee Weapon
  • (a) Studded Leather or (b) Scale Mail
  • (a) Net or (b) Any Martial Ranged Weapon
  • Explorers Pack
  • If you are using starting wealth, you have 5d4 x10 GP in funds.

Table: The Hurricane Knight

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Spell Casting 2 2
2nd +2 Fighting Style 2 2 2
3rd +2 Storm 2 3 3
4th +2 Ability Score Improvement, 0 2 3 3
5th +3 Extra Attack 3 4 4 2
6th +3 0 3 4 4 2
7th +3 Storm Feature 3 5 4 3
8th +3 Ability Score Improvement, 0 3 5 4 3
9th +4 Tempest 3 6 4 3 2
10th +4 0 4 6 4 3 2
11th +4 Storm Feature 4 7 4 3 3
12th +4 Ability Score Improvement, 0 4 7 4 3 3
13th +5 0 4 8 4 3 3 1
14th +5 0 4 8 4 3 3 1
15th +5 0 5 9 4 3 3 2
16th +5 Ability Score Improvement, Storm Feature 5 9 4 3 3 2
17th +6 0 5 10 4 3 3 3 1
18th +6 0 5 10 4 3 3 3 1
19th +6 Ability Score Improvement, 0 5 11 4 3 3 3 2
20th +6 0 5 11 4 3 3 3 2

Spell Casting[edit]

Cantrips

At 1st level, you know two Cantrips of your choice from the Hurricane Knight spell list. You learn additional Hurricane Knight Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Hurricane Knight table.

Spell Slots

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

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Hurricane Knight spell list. The Spells Known column of the Hurricane Knight table shows when you learn more Hurricane Knight spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose any of the Hurricane Knight spells you know and replace it with another spell from the Hurricane Knight spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

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

Spell save DC = 8 + your proficiency bonus + your Charisma modifier. Spell Attack modifier = your proficiency bonus + your Charisma modifier.

Ritual Casting

You can cast any Hurricane Knight spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your Hurricane Knight spells.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. you cant take a fighting style option more than once evn if you later get to choose again

Defense

While you are wearing armor you gain +1 to AC

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon

Great Weapon Fighting

when you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with 2 hands, you can reroll the die and must use the new die, even if the new roll is a 1 or a 2. the weapon must have the two-handed or versatile property for you to gain this benefit

Two-Weapon Fighting

when you engage in two-weapon fighting you can add your ability modifier to the damage of the second attack.

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<!-Subclass Feature->[edit]

<!-At 3rd level, you chose a Storm. Choose between Storm of the Arctic, Storm of the Sirens, or Storm of Lightning, All detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 11th, 15th.->

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.

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Hurricane Knight Spell List[edit]

You know all of the spells on the basic Wizard spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Hurricane Knight class, you must meet these prerequisites: 13 Strength, 13 Charisma

Proficiencies. When you multiclass into the Hurricane Knight class, you gain the following proficiencies:Light and medium Armor, all Weapons and Navigators tools

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