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 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.

Followers of the Tempest[edit]

It is said that at first storm archers were part of Kord's clergy, in a island temple constantly stricken by powerful storms. From the beginning, they learned to see the storm as a way of kord showing his power and glory - the storm forces humanoids to harden and grow stronger at sea, to respect the power of the gods. Using the blessing they got from the god of tempests, alongside with their physical prowess, and specially, their archery technique, honed on the island for centuries, they created an unique style, that blends the deadliness of a longbow 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 started your journey as a Storm Archer? Have you been trained by monks of Kord, learning the godly power of the tempest god? Are you a student of lightning or thunder magic? Have you gained your powers by dabbling into the secrets of the Storm Giants magic rune?

Then, choose why did 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?

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

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, shortbow, longbow
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Acrobatics, Athletics, Insight, Nature, Perception, Religion

Equipment

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

Table: The Storm Archer

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Arc Bow, Charged Weapon
2nd +2 Spellcasting, Violent Shooting 2
3rd +2 Storm Archer Orders 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Storm Archetype 4 2
7th +3 Split Shot 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Heart of the Storm, Overcharged Strike 4 3 2
11th +4 Piercing Storm 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Storm Archetype 4 3 3 1
15th +5 Whirlwind Defense 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Storm Archetype 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Raging Storm 4 3 3 3 2

Arc Bow[edit]

At 1st level, you can imbue a shortbow or longbow 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 shortbow or longbow. When you attack with that weapon, you can use your Wisdom modifier, instead of Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.

When holding your Arc Bow, you can cast thunderclap and shocking grasp cantrips. Wisdom is your spellcasting ability for these cantrips.

Charged Weapon[edit]

At 1st level, as a bonus action you can charge your arrows with the power of tempest. When you activate this feature, and as a bonus action in each subsequent turn, you can charge an arrow before firing it. On a hit, the arrow causes additional 1d4 damage. The damage is either lightning or thunder (choose one). The damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level. This effect lasts for 1 minute or until you dismiss it.

You can use this feature a number of times equal to your Wisdom modifier, regaining your uses after finishing a long rest.

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.

Violent Shooting[edit]

At 2nd level, you are able to spend a spell slot to make a violent shot, dealing an additional 1d6 lightning or thunder damage (choose one). If you choose lightning, in addition, the target can't take reactions until the end of your next turn. 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.

Storm Archer Order[edit]

At 3rd level, you must choose an Order. You can choose between 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.

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.

Split Shot[edit]

At 7th level, if your weapon is charged, you can choose one additional creature within 60 feet of your target. That creature must succeed on a Dexterity saving throw, or take lighting damage equal to 1d10 + your Wisdom modifier, as lightning leaps from the arrow in their direction.

Overcharged Strike[edit]

At 10th level, when you cast lightning arrow, you cause your attack 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.

Heart of the Storm[edit]

At 10th level, you are resistant to lightning and thunder damage.

Piercing Storm[edit]

At 11th level, your attacks ignore resistance to lightning and thunder damage.

If on your action turn you do not move, you will be able to create energy from where you are standing. Your attacks can pass through your enemy and hit an enemy that is behind up to 15 feet dealing damage without your modifier on the second target.

Whirlwind Defense[edit]

At 15th level, Whenever a creature you can see targets you with a melee attack, as a reaction, you can create a small tempest whirlwind in a 10-foot radius around you, protecting you from harm. The creature must make a Strength saving throw against your spell save DC. On a failure, the target takes is pushed 10 feet back and knocked prone, and the attack misses.

Raging Storm[edit]

At 20th level, you can assume the form of a storm elemental. Using your action, you undergo a transformation. 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 6d6 lightning damage

Storm Archer Orders[edit]

Order of the Archers of Kord[edit]

The first order of storm archers, that blend physical strength, archery and divine magic on a deadly combination. Kord storm archers are trained in temples of the tempest god, and learn their techniques through hard training, competitions and faith in Kord's might.

Order of the Archers of Kord Spell List
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 Kord

All archers of kord 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.

Powershot

At 3rd level, you learn a technique developed by archers of Kord, 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.

Kord's Wrath

Starting at 6th level, you can wield the might of the Kord 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.

Godly Might

At 14th level, you have been granted the strength's god might. 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, your Strength score becomes 21, if it is lower.

In addition, you now also regain uses of your Kord's Wrath feature when you finish a short rest.

Order of the Electromancers[edit]

Storm archers dedicated to the control of lightning. Storm Archer Electromancers are elementalists fully dedicated to mastering the use of electricity in combat, channeling primordial lightning through their strikes and enhancing them with magic.

Primordial Lightning Magic

At 3rd level, you can choose two 1st-level spells from the Sorcerer spell list. These spells must cause acid, cold or fire damage and be from the evocation 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, you can choose to spend no ammunition. 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, by hurling a small electric bolt from your bow. You can cast shocking grasp using a bonus action, and at a range equal to your bow short range.

Voltaic Overcharge

By 6th level, you can spend a use of your Charged Weapon to use this feature instead. When you do so, you gain the following benefits:

  • You can only cause additional lighting damage with your charged attacks.
  • 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.
  • You ignore the disadvantage for making ranged attack at long range, when you shoot Lighting Arrows.
  • 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.

Essence of Lightning

By 18th level, you can control the true power of electricity. Once per turn, when you cause lightning damage, you deal additional damage equal to your Wisdom modifier.

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.

Order of the Storm Masters Spell List
Storm Archer Level Spells
3rd absorb elements, detect magic
5th blur, darkness
9th counterspell, dispel magic
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 is charged, you gain the following benefits:

  • You can use your bow as a spellcasting focus for your storm archer spells.
  • While you are concentrating on a spell, when you charge a shot, you cause additional 2d4 damage (instead of 1d4). This increases to 2d6 at 5th level, 2d8 at 9th level, 2d10 at 13th level and 2d12 at 17th level.
  • Your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Eye of the Storm

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 single ranged weapon attack against one creature affected by the spell, provided that it is within the bow's range.

Stormy Release

By 18th level, 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 on you. When you do so, the target takes an additional 1d6 damage per level of the spell. The additional damage can be either lightning or thunder.

Bolts of the Tempestuous Sea[edit]

Mariners, sailors and pirates, these archers travel through the seven seas, and can harness the power of seastorms.

Bolts of the Tempestuous Sea Spell List
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.

In addition, you gain proficiency with Vehicles (Sea), and you can't become lost by non-magical means while steering a ship.

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 can use any features you would be able to use only with a bow with a hand crossbow instead. In addition, you gain the following benefits:

  • You can turn hand crossbows into an arc bow. When you do so, you can shoot lightning bolts from it. Doing so causes lightning damage, instead of piercing, and allow 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 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, when you cause lightning or thunder damage to a creature, all creatures within 5 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.

Tempest Speaker

When you reach the 18th level, 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, thunderous smite, thunderwave, witch bolt, zephyr strike

2nd

gust of wind, levitate, magic weapon, shatter, sleet storm, skywrite, warding wind

3rd

call lightning, conjure barrage, elemental weapon (lightning and thunder only), fly, gaseous form, lightning arrow, lightning bolt, thunder step, wind wall

4th

elemental bane, freedom of movement, ice storm, storm sphere, summon elemental (air only)

5th

commune with nature, conjure volley,conjure elemental (air only), control winds, destructive wave, swift quiver

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, simple weapons, and martial weapons.

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