Storm Archer (5e Class)
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Storm Archer[edit]
Warriors have drawn inspiration and power from nature to creature their techniques since the dawn of the world. Some are inspired by the ferocity of beasts, others by the untamed force of the elements, the burning fire, the tormentous sea - and the raging storm. The storm archers are those who seeks to not only mimic the core elements of the lightning on their fighting style, but truly channel its magical power, unleashing elemental destruction from their arrows. The storm archer on the battlefield is as terrifying as a storm on sea, as they are bringers of destruction, hurling bolts of lightning from their arrows and ordering the sky itself to obey their commands.
Harbingers of the Tempest[edit]
It is said that the first storm archers were rivals of Kord, taking refuge in a island temple constantly stricken by powerful storms to challenge his might. From the beginning, they learned to see the storm as a show of force, a demonstration power and glory - the storm forces humanoids to harden and grow stronger at sea, to respect the power of the skies. Using the rivalry of the God of tempests, they set out to wield its power for themselves. To grow strong enough to challenge even the gods. With their physical prowess, mad hunger for power, and especially, their fearsome archery technique, honed on the island for centuries; they created a lethal style. Converging the deadliness of an arrow and the energy of lightning and thunder.
Creating a Storm Archer[edit]
When you create your Storm Archer, ask yourself a few questions to better define your character. First, how did you start your journey as a Storm Archer? Have you been trained by monks of Kord, learning the godly power of Kord himself? Or are you a student of lightning or thunder magic, seeking to be a potential rival to the thunder god? Has your lineage blessed you with an affinity for lighting and thunder? Have you gained your powers by dabbling into the secrets of the Storm Giants magic rune?
Then, explain why you chose this path. Do you train to increase your skills and power in order to reach your full potential, by connecting with the power of storms? Are you a warrior that wants to wield the savage elemental power of thunder to conquer your enemies in battle? Do you simply feed off the fear in your enemies eyes as they watch their brethren fall before you?
- Quick Build
You can make a Storm Archer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Outlander background.
Class Features
As a Storm Archer, you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Storm Archer, level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Storm Archer, level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: Longbows, Shortbows, Light Crossbows, Heavy Crossbows, Hand Crossbows, Simple weapons, longswords, rapiers, shortswords, scimitars
Tools: None
Saving Throws: Wisdom, Constitution
Skills: Choose two from Acrobatics, Athletics, Insight, Nature, Perception, Religion, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) Two daggers or (b) A simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- A simple or martial ranged weapon and a quiver of 20 arrows or 20 crossbow bolts
- If you are using starting wealth, you have If utilizing starting wealth, roll 2d4x10 in funds.
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | Arc Bow, Charged Weapon, Lightning Reflexes | — | — | — | — | — |
2nd | +2 | Spellcasting, Storm Strike, Improved Neurons | 2 | — | — | — | — |
3rd | +2 | Storm Archer Orders, Cloud to Cloud | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | Extra Attack, Heart of the Storm | 4 | 2 | — | — | — |
6th | +3 | Storm Archetype | 4 | 2 | — | — | — |
7th | +3 | Stepped Leader, Thunder Grasp | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | Astraphobia | 4 | 3 | 2 | — | — |
10th | +4 | Overcharged Strike, Eyes of the Storm | 4 | 3 | 2 | — | — |
11th | +4 | Storm of Heaven, Extra Attack | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | Tempest Whirlwind | 4 | 3 | 3 | 1 | — |
14th | +5 | Storm Archetype | 4 | 3 | 3 | 1 | — |
15th | +5 | Talent Storm | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Storm Archetype, Raging Storm | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Perfect Storm | 4 | 3 | 3 | 3 | 2 |
Arc Bow[edit]
At 1st level, you can imbue a bow or crossbow with magic lightning, allowing you to use your connection to the storms to power it. Whenever you finish a long rest, you can touch one bow or crossbow to turn it into your arc bow. You can use your arc bow as a spellcasting focus for your storm archer spells. When you attack with that weapon, you gain a +2 to your attack rolls. Also, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence,you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
When holding your Arc Bow, you gain expertise on arcana checks, and can cast Thunderclap, Light and shocking grasp cantrips. Wisdom is your spellcasting ability for these cantrips.
This benefit lasts until you finish a long rest.
Charged Weapon[edit]
At 1st level, as a bonus action, you harness your elemental power and focus your energy. With this feature, you can charge your arc bow with the power of the tempest. Once per turn, while this feature is active, you can deal an extra 1d4 damage to one creature you hit with an attack from your arc bow. The damage is either lightning or thunder (choose one). The damage increases to 1d6 at 3rd level, 2d6 at 5th level, 3d6 at 9th level, 4d6 at 13th level, and 5d6 at 17th level. This feature lasts for 1 minute or until you dismiss it.
You can use this feature a number of times equal to your Wisdom modifier plus your proficiency bonus, regaining your uses after finishing a long rest.
Lightning Reflexes[edit]
At the 1st level, The arcs of lightning have blessed you with the speed of a lightning bolt, making you faster. While you are not wearing any armor and not wielding a shield, you gain advantage on Acrobatics checks and your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier or Wisdom modifier. Also you get an additional +10ft of movement speed. This number increases to +15 at 7th level, and +20 at 10th level, and +30 at 20th level.
Spellcasting[edit]
By 2nd level, you have learned to channel the power of the storms to cast spells.
- Preparing and Casting Spells
The Storm Archer table shows how many spell slots you have to cast your spells. To cast one of your Storm Archer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Storm Archer spells that are available for you to cast, choosing from the Storm Archer Spell List. When you do so, choose a number of Storm Archer spells equal to your Wisdom modifier + half your Storm Archer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level Storm Archer, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell witch bolt, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Storm Archer spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Wisdom is your spellcasting ability for your Storm Archer spells, since their power derives from the strength of your convictions. 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 Storm Archer 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
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Storm Archer spells.
Storm Strike[edit]
At 2nd level, when you hit a creature with a ranged weapon attack, you can expend one spell slot to make a Storm Strike, dealing an additional 2d6 lightning or thunder damage (choose one). If you choose lightning, in addition, your next ranged attack on this target has advantage. If you choose thunder, the target is pushed 10 feet back and is deafened until the end of your next turn.
The damage increases by 1d6 for each level of the spell slot spent higher than 1st-level.
Overcharged Neurons[edit]
At 2nd level, choose two skills in which you have proficiency. You gain expertise with those skills, which means your proficiency bonus is doubled for any ability check you make with it. Also, you can add half of your proficiency rounded down to your initiative.
Storm Archer Order[edit]
At 3rd level, you must choose an Order. You can choose between Order of the Thunder Bringers, Order of the Final Storm, Order of the Storm Masters, and Bolts of the Tempestuous Sea, the orders shown at the end of the class description. Your chosen Archetype will give you features at the 3rd level, and again at 6th, 14th, and 18th levels.
Cloud to Cloud[edit]
At 3rd level, you can use a bonus action to shoot a bolt of lightning through your arc bow, allowing you teleport up to 40 feet to an unoccupied space that you choose through that bolt. The teleport distance increases to 50 at level 6, and 60 at level 9. You can use this feature a number of times equal to your Wisdom modifier, regaining your uses after finishing a long rest.
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 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.
Extra Attack[edit]
At 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.
Heart of the Storm[edit]
At 5th level, you are resistant to lightning and thunder damage. Also, your attacks ignore resistances to lightning and thunder damage.
Stepped Leader[edit]
At 7th level, if you make a charged shot, you can choose one additional creature within 60 feet of your target. That creature must make a Dexterity saving throw, or take lighting damage equal to 2d8 + your Wisdom modifier, as lightning leaps from the arrow in their direction. On a fail, the creature takes half damage
If you roll the same number on both d8s, the lightning leaps from the target to a different creature of your choice within 30 feet of it. Make a new damage roll, which could cause the lightning to leap again.
A creature can be targeted only once by each use of this ability.
Thunder Grasp[edit]
At 7th level, if your weapon is charged, you can choose to add your charged weapon dice damage to the thunderclap and shocking grasp cantrips, as well as the shocking bolt attack.
Astraphobia[edit]
At 9th level, you can evoke the a feeling of dread on those who listen the booming sound of thunder and the bright cackling of lightning coming from your fingertips. Once per turn you may choose to use this feature. When you cause lightning or thunder damage to a creature, all creatures within 15 feet of it able to see it (lightning) or hear it (thunder) must succeed on a Wisdom saving throw against your spell save DC, or be frightened of you until the end of your next turn.
A creature is immune to this feature for 24 hours after resisting it for the first time.
Overcharged Strike[edit]
At 10th level, when you cast lightning arrow, you gain the following benefits. You cause your charged weapon damage on a hit, in addition to the spell effects. In addition, you can change the secondary area damage to thunder, rather than lightning. When you do so, it requires a Constitution saving throw, rather than a Dexterity one. Upon failing either save, the enemy will be Paralyzed until the start of your next turn.
Eyes of the Storm[edit]
At 10th level, you can expend a use of your charged weapon to cast True Seeing, ethereal sight, Dark Vision, or See Invisibility without using a spell slot. Also, your cloud to cloud usage now lasts for 1 minute.
Extra Attack[edit]
Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
Storm of Heaven[edit]
You release a blast of elemental lightning by dry firing your bow. At 11th level, you can substitute one of your attacks from your attack action and expend 5 uses of your charged weapon. Each creature in a 30-foot-radius of you must make a Charisma saving throw vs your spell save DC, or take 10d12+40 of either lightning or thunder damage plus one use of charged weapon damage and become paralyzed for 1 round per your proficiency bonus. If successful, the creatures will only take half damage, and will not be paralyzed.
Tempest Whirlwind[edit]
At 13th level, As a reaction, you may create a small tempest storm around you to protecting you from harm. Your AC increases by your Dexterity modifier, and 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, and the attack misses. If successful, the creature will take half damage and will not be knocked Prone.
Talent Storm[edit]
At 15th level, when you choose the attack action with a charged weapon, you can use your charged weapon die on every hit you make with your charged weapon. Also, if you are attacking with a short bow or hand crossbow, you can make weapon attacks up to your Dexterity modifier when your weapon is charged on your turn.
Raging Storm[edit]
At 18th level, you gain immunity to lightning and thunder damage, also, your attacks ignore immunity to lightning and thunder damage. Also, 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.
Perfect Storm[edit]
At 20th level, you can summon a storm elemental to fight under your control. Using your action, you perform a summon. For 1 minute, you gain the following benefits:
- You are granted a flying speed of 60 feet. If you already have a flying speed, your's increase in 60 feet.
- A storm rages around you in a 20-foot radius. The first time any enemy creature enters the storm additionally as a bonus action on your turn, the creature must succeed on a Dexterity saving throw against your spell save DC or take 20d10 lightning damage and be paralyzed.
- Every attack and spell you hit an enemy with has your charged weapon attack die applied as additional damage
- If the enemy is wearing armor made of metal, all of your ranged attacks have advantage and the enemy has disadvantage on all saving throws against your spells and abilities.
Storm Archer Orders[edit]
Order of the Thunder Bringers[edit]
The first order of storm archers, that blend physical strength, archery and divine magic on a deadly combination. Thunder Bringer archers are trained in temples located in harsh habitats, and learn their techniques through hard training, competitions and extreme tests of might.
Storm Archer Level | Spells |
---|---|
3rd | heroism, jump |
5th | enhance ability, spiritual weapon |
9th | aura of vitality, fear |
13th | death ward, guardian of faith |
17th | greater restoration, steel wind strike |
- Initiate of Thunder
Thunder Bringers are rewarded by their diligent physical training with impressive Strength. At 3rd level, you have Advantage on any contested Strength checks you make. In addition, when you make a Strength (Athletics) check and roll a 9 or lower, you can choose a 10 instead. Also, you may use your strength modifier for your attack and damage rolls instead of Dexterity with your arc bow.
- Powershot
At 3rd level, you learn a technique developed by Thunder Bringers, that involves overdrawing the bow to fire arrows with great power. Once per turn, when you hit a creature with a ranged weapon attack, you cause additional damage equal to your Strength modifier and push the creature hit by the shot 10 feet back. In addition, the short range of a power shot increases by 10 feet and the long range by 40 feet for each +1 modifier you have in Strength.
- Thunder Strike
Starting at 6th level, you can wield the might of thunder with unchecked ferocity. When you roll damage with a Storm Archer spell or with an attack that adds your Strength modifier, you can deal maximum damage, instead of rolling.
You can use this feature a number of times equal to your Wisdom modifier, and regain uses of it after completing a long rest.
- Thunder uncontested
At 6th level, when you deal thunder damage to an enemy, you can add your strength damage in addition to the damage roll, also, the enemy must make a DC strength save or be knocked prone. You can use this feature a number of times equal to your strength modifier
- Godly Might
At 14th level, you have been granted the strength of a demi god. Your Strength score becomes 19, if it is lower. In addition, you can now apply Powershot to all attacks you make during your turn.
- Surge of Power
At 18th level, you break past your limits, your Strength score becomes 22, if it is lower.
In addition, you can now use your thunder strike feature an unlimited number of times.
Order of the Final Storm[edit]
Storm archers dedicated to the control of lightning. Followers of the Final Storm are elementalists fully dedicated to mastering the use of electricity in combat, channeling primordial lightning through their strikes and enhancing them with magic. Followers of the Final Storm are adept at applying pressure to their enemies until they submit to their overwhelming power.
- Primordial Lightning Magic
At 3rd level, you can choose two 1st-level spells from the Sorcerer or Wizard spell list. These spells must cause force, acid, cold or fire damage and be from the evocation or conjuration school. You can cast these spells using your Storm Archer spell slots, but you cause lightning damage, rather than the spell's original damage.
You can choose two 2nd-level spells at 5th level, two 3rd-level spells at 9th level, two 4th-level spells at 13th level and two 5th-level spells at 17th level.
- Lightning Arrows
At 3rd level, you can produce magical arrows made out of pure electricity. When you make an attack with a bow or crossbow, you can choose to spend no ammunition and ignore the ammunition property. When you do so, you cause lightning damage, instead of the normal damage.
- Shocking Bolt
Also at 3rd level, you learn how to use your control over electricity to give a new use to your shocking grasp cantrip as the Shocking Bolt ability. As a bonus action, you fire a charged electric bolt at a creature or object within range. Make a ranged weapon attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d10 lightning damage and can't take reactions until the start of its next turn.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
- The Calm Before
By 6th level, you can keep your concentration even under turbulence. When you make a Constitution saving throw to maintain concentration on a spell, you gain advantage on the roll and can treat a roll of 9 or lower on the d20 as a 10.
- Healing Wave
At 6th Level, you may use 1 spell slot to send a wave of electricity though the ground in a 30 foot radius to heal you and all allies for 3d6 hit points, plus your wisdom modifier. The healing die increases by 1d6 per spell level
- Rolling Thunder
By 6th level, you can spend a use of your Charged Weapon feature to use this feature instead. When you do so, you gain the following benefits:
- When you cast a spell that requires spell slots and causes lightning damage, you can add your Charged Weapon die to the damage dealt. If the spell target multiple creatures, you must choose one to take the additional damage.
- When you cast a spell that forces a creature to make a saving throw to resist its effects, you can use a reaction to give one target of the spell disadvantage on its first saving throw made against the spell.
- When you cast a spell of 2nd level or higher using a spell slot that deals lightning damage, you regain one expended spell slot. The slot you regain must be a level lower than the spell you cast.
- Once per turn when you hit a creature with a ranged attack that deals lightning damage, the lighting leaps in the direction of a second target, that takes lighting damage equal to your Charged Weapon die.
- Defibrillating Shot
At 14th level, you can restart the heart of a fallen creature. You can forgo one attack from your Attack action to attack a creature with a Lightning Arrow, shooting a bolt of controlled electric energy towards a creature within range that is with 0 hit points. The creature regain a number of hit points equal to the lightning damage dealt (including any addition, such as Charged Shots) + your Storm Archer level, and can take a Turn immediately after yours.
You can use this feature twice, and you can't do so again until you finish a long rest.
- The Storm Approaching
At 14th level, when you teleport within 30 feet of an enemy this round, if you choose to attack them with a charged weapon attack, you may double the charged weapon damage dice. On a hit with the charged weapon attack, the enemy must make a Charisma save against your spellcasting save DC or be paralyzed until the end of your next turn. Also with this feature, you may cast the fly spell by expending one use of your charged weapon feature
- Lightning Unleashed
At 18th level, your Dexterity score becomes 22, if it is lower Also, you can control the true power of electricity. You can cast the spell Lightning Arrow as a 9th level spell for free up to your Dexterity modifier, Wisdom modifier and proficiency bonus combined. Also, you can cast thunder step as a bonus action for free
Order of the Storm Masters[edit]
Storm archers fully committed to controlling the storm magic. These storm archers are focused on developing the mystic and arcane power needed to control the storms, learning its secrets and mastering it to their fullest extent.
Storm Archer Level | Spells |
---|---|
3rd | Sleep, Silvery Barbs |
5th | Invisibility, darkness |
9th | Spirit Guardians, Wind Wall |
13th | arcane eye, ice storm |
17th | cone of cold, circle of power |
- Storm Bow
At 3rd level, you can channel your storm magic through your bow. When your bow or crossbow is charged, you gain the following benefits:
- You can use your Wisdom modifier, instead of Dexterity, for the attack and damage rolls.
- While you are concentrating on a spell, when you charge a shot, you cause additional 2d4 damage (instead of 1d4). This increases to 3d6 at 5th level, 4d6 at 9th level, 5d6 at 13th level and 6d6 at 17th level.
- Your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- You can use your bonus action to concentrate your spells even further, allowing you to raise the DC save on your next spell by 2.
- High Winds
At 6th Level, When you cast a spell that targets only one creature and doesn’t have a range of self, you can target a second creature in range with the same spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. You can use this feature a number of times equal to your proficiency bonus plus your wisdom modifier. You must finish a long rest before you can use this feature again.
- Raging Winds
By 6th level, you can keep your concentration even under turbulence. When you make a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
- Tempestuous Barrage
At 14th level, you can unleash a volley of arrows and magic towards your enemies. When you cast a Storm Archer spell that causes lightning or thunder damage, you can use your reaction to make a ranged weapon attack against all creatures affected by the spell, provided that they are within the bow's range.
- Stormy Release
At 18th level, your Wisdom score becomes 22, if it is lower Also, you can release the tempestuous power of your storm magic upon your enemies. When you deal damage to a creature while concentrating on a Storm Archer spell, you can choose to break your concentration, ending the spell. When you do so, you regain the spent spell slot, and the target takes an additional 1d6 damage per level of the spell. The additional damage can be either lightning or thunder.
Order of the Tempestuous Sea[edit]
Mariners, sailors and pirates, these archers travel through the seven seas, and can harness the power of seastorms.
Storm Archer Level | Spells |
---|---|
3rd | create or destroy water, fog cloud |
5th | Air Bubble, Flock of Familiars |
9th | tidal wave, water breathing |
13th | control water, black tentacles |
17th | maelstrom, legend lore |
- Seadog
Starting at 3rd level, you are adapted to the life at sea.
- While wearing light or no armor, you gain a swimming speed equal to your movement speed, and you can climb without costing you extra movement.
- You gain proficiency with Vehicles (Sea), and you can't become lost by non-magical means while steering a ship.
- While it is raining, Your attacks on enemies have advantage, also, you ignore the disadvantage imposed by Fog Cloud
- Blade and Bolt
Also at 3rd level, you are adept at fighting with a sword in one hand while hurling bolts from the other. You gain the following benefits:
- You can turn hand crossbows into an arc bow. When you do so, you can shoot self loading lightning bolts from it. Doing so causes lightning damage, instead of piercing, and allows you to ignore the ammunition property.
- When you take the Attack action and make an attack with a hand crossbow as part of that action, you can use a bonus action to attack with a scimitar or rapier you wield.
- When you take the Attack action and make an attack with a hand crossbow as part of that action, you can lift a scimitar or rapier you wield using a bonus action. Doing so give you +2 to your AC until the start of your next turn.
- Stalwart Stance
At 6th level, you can stand up on a ship unbothered by the violent movement of the sea or the storms. You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone, move you against your will or against effects (magical or otherwise) provoked by winds and storms.
In addition, you can use this powerful stance to gain a steady aim. Once per turn, you can give yourself Advantage on a ranged attack roll you make. You can do it a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
- Storm Guide
Also at 6th level, your ability to subtly control the weather around you make you invaluable to navigation. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
- Dreadful Storm
At 14th level, you can shoot a charged dhot at the sky, aiming for 6 targets, thunder falls in an area that goes from the sky to the ground and affects an area of 15 x 15 feet centered on the target, the targets must perform a Dexterity saving throw against your spell save DC, if they fail they receive 4d8 lightning damage and 4d8 thunder damage, if successful they receive half.
During this turn, lightning strikes in an area of 15 feet of lightning centered on the caster, everyone within that area must perform a Constitution saving throw against your spell DC, or stand still for 1 minute.
Everyone within this area must also perform a Dexterity saving throw against your spell dc, or receive 5d8 Lightning damage and 5d8 thunder damage, if successful they receive half this damage. You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
- Tempest Speaker
At 18th level, your Wisdom and Dexterity scores become 21, if they are lower Also, you can bend the skies under your command, making you unafraid of the powerful storms at sea. While you are at open sea or in a coastal area, you can cast control weather. Alternatively, you can spend a use of this feature to cast storm sphere as a 8th level spell.
Once you use this feature, you can't do it again until you finish a long rest.
Storm Archer Spell List[edit]
Storm archers draw their power from the storms and tempests, so their abilities are related to the climate, sky, air, lightning and thunder, and also those dedicated to enhance archery.
- 1st
feather fall, fog cloud, jump, arc lightning, thunderous smite, thunderwave, absorb elements, zephyr strike, detect magic, shield, witch bolt
- 2nd
gust of wind, levitate, magic weapon, web, shatter, skywrite, blur, misty step, hold person, dragon's breath (lightning), mirror image, lightning surge
- 3rd
call lightning, counterspell, dispel magic, conjure barrage, fly, hypnotic pattern, gaseous form, lightning arrow, lightning bolt, thunder step, sleet storm, glyph of warding
- 4th
elemental bane, freedom of movement, ice storm, storm sphere, polymorph, summon elemental (air only)
- 5th
commune with nature, far step, conjure volley,conjure elemental (air only), control winds, destructive wave, swift quiver, wall of force
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the storm archer class, you must meet these prerequisites: 13 Dexterity and 13 Wisdom.
Proficiencies. When you multiclass into the storm archer class, you gain the following proficiencies: light armor, medium armor, Longbow, Shortbow, light crossbow, heavy crossbow, hand crossbow.
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