Storm Knight (5e Class)
From D&D Wiki
- 1 Storm Knight
- 2 Creating a Storm Knight
- 3 Class Features
- 3.1 Table: The Storm Knight
- 3.2 Electric Hand
- 3.3 Thunderous Rebuke
- 3.4 Fighting Style
- 3.5 Destructive Wrath
- 3.6 Spellcasting
- 3.7 Weapon Bond
- 3.8 Storm Resistance
- 3.9 Ability Score Increase
- 3.10 Extra Attack
- 3.11 Thunderbolt Strike
- 3.12 Thunderous Blade
- 3.13 Storm Strikes
- 3.14 Storm Guide
- 3.15 Aura of Storm Resistance
- 3.16 Avatar of the Storm
- 4 Spell List
- 5 Multiclassing
The Storm Knight is a mighty warrior that wields the power of thunder and lightning to defeat his foes. Being the descendants of a storm god and a blue or bronze dragon the only ones capable of becoming a Storm Knight (For example the son of a blue dragonic sorceress and a tempest cleric that is a Zeus descendant) makes seeing this class an extraordinary event. For this incredible warriors having both divine and draconic power makes them have an internal conflict which needs to be catalyzed by a device they use, a symbol that identifies them.
Creating a Storm Knight
As a Storm Knight you gain the following class features.
- Hit Points
Armor: All armor, shields
Weapons: Simple and martial weapons
Saving Throws: Constitution, Charisma
Skills: chose two from Perception, Insight, Athletics, Intimidation, Persuasion, Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail and a martial melee weapon or (b) leather armor, a longbow, and 20 arrows
- (a) a martial melee weapon or (b) a shield
- (a) a dungeoneer's pack or (b) an explorer's pack
- five javelins
|Features||Spells known||Cantrips Known||—Spell Slots per Spell Level—|
|1st||+2||Electric Hand, Thunderous Rebuke (2d6)||–||1||—||—||—||—|
|2nd||+2||Fighting Style, Destructive Wrath (1/day)||–||1||—||—||—||—|
|3rd||+2||Spellcasting, Weapon Bond, Storm Resistance||3||3||2||—||—||—|
|4th||+2||Ability Score Improvement||3||3||3||—||—||—|
|5th||+3||Extra Attack, Thunderous Rebuke (3d6)||4||3||3||—||—||—|
|8th||+3||Ability Score Improvement||6||4||4||2||—||—|
|9th||+4||Thunderous Rebuke (4d6)||6||4||4||2||—||—|
|10th||+4||Destructive Wrath (2/day)||7||5||4||3||—||—|
|12th||+4||Ability Score Improvement||8||5||4||3||—||—|
|13th||+5||Thunderous Rebuke (5d6)||9||5||4||3||2||—|
|15th||+5||Aura of Storm Resistance||10||5||4||3||2||—|
|16th||+5||Ability Score Improvement||11||5||4||3||3||—|
|17th||+6||Thunderous Rebuke (6d6)||11||5||4||3||3||—|
|18th||+6||Destructive Wrath (3/day)||11||5||4||3||3||—|
|19th||+6||Ability Score Improvement||12||5||4||3||3||1|
|20th||+6||Avatar of the Storm||13||5||4||3||3||1|
You have the ability to thunderously rebuke attackers. At 1st level, when a creature within 60 feet of you that you can see hits you with an attack, you can use your reaction and to cause the creature to make a Dexterity saving throw. The creature takes 2d6 thunder damage on a failed saving throw, and half as much damage on a successful one. This damage increases as you reach higher levels: increases to 3d6 at 5th level, 4d6 at 9th level, 5d6 at 13th level, and 6d6 at 17th level. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses of this feature when you complete a long rest.
By the time you reach 2nd level, you have adopted a particular style of fighting as your specialty. Choose one fighting style from the list available to the paladin class. You can't take a Fighting Style option more than once, even if you later get to choose again.
Starting from 2nd level, when you deal lightning or thunder damage, you can choose to deal the maximum possible damage instead of rolling for damage. For example, if you use your Thunderous Rebuke, instead of rolling 2d6 to determine the damage you would deal with that effect, you can instead choose to deal 12 damage. Once you use this feature, you can't use it again until after you complete a short or long rest.
As you reach higher levels, you can use this feature more often. Starting from 10th level, you can use this feature twice between short or long rests, and starting from 18th level, you can use this feature three times between short or long rests.
By the time you reach 3rd level, you have learned to draw on a limited well of magic.
At 3rd level, you know the shocking grasp cantrip and two other cantrips of your choice from the storm knight spell list. When you reach 10th level, you learn one additional storm knight cantrip of your choice.
- Spell Slots
The Storm Knight table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these storm knight 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.
For example, if you know the 1st-level spell guiding bolt and have a 1st-level and a 2nd-level spell slot available, you can cast guiding bolt using either slot.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the storm knight spell list.
The Spells Known column of the Storm Mage table shows when you learn more storm knight spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the storm knight spells you know and replace it with another spell from the storm 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 storm 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 storm 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
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your storm knight spells.
You have an incredible bond with your weapons. Starting from 3rd level, any weapon you have proficiency can be used as your arcane focus if you meditate with it for 1 hour. You can have a maximum amount of weapon bonds equal to your Charisma modifier (minimum of 1). In addition, you can provide the somatic component of spells with your weapon. In order to disband a weapon you have bonded with, you must spend 8 consecutive hours with the weapon that is replacing the current blade. 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.
Starting at 3rd level, you have resistance to lightning and thunder damage.
Ability Score Increase
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 6th level, when you deal lightning damage to a creature of Large size or smaller, you can also push that creature 10 feet away from you.
When you reach 7th level, you learn the booming blade cantrip. If you already know this cantrip, you learn a different cantrip from the storm knight spell list. This cantrip counts as a storm knight cantrip for you, and is included in the number in the Cantrips Known column of the Storm Knight table. When you take the Attack action on your turn, you may cast booming blade in place of one of your attacks. You gain this benefit regardless of which spell you gain from this feature.
Beginning at 11th level, your weapon attacks deal an additional 1d8 lightning damage on a hit.
At 14th level, you gain the ability to subtly control the weather around you.
If it is raining, you can use an action to cause the rain to stop falling in a 20-foot radius 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 around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.
Aura of Storm Resistance
Starting at 15th level, your allies have resistance to lightning and thunder damage while they are within 30 feet of you.
Avatar of the Storm
At 20th level, you can invoke the powers of elemental air to become an avatar of the storm. Using your action, you can cause wind to swirl around you, creating a mini-storm with you at its eye. For the next hour, the following effects take place:
- Wind propels you upward, granting you a flying speed of 60 feet.
- You have immunity to lightning and thunder damage.
- Each creature of your choice that starts its turn within 60 feet of you must succeed on a Strength saving throw against your spell save DC or be pushed 15 feet horizontally in a direction of your choice.
- Creatures of your choice within 60 feet of you must expend 2 feet of movement for every 1 foot they move when moving closer to you.
- Gas or vapor within 60 feet of you disperses, and candles, torches, and other unprotected flames are extinguished. Protected flames, such as those of lanterns, dance wildly and have a 50% chance to extinguish each turn.
You can temporarily suppress these effects as a bonus action on your turn. As a bonus action on a subsequent turn, you can activate this feature once more, as long as you are still within the 1 hour duration.
Once you use this feature, you can't do so again until you complete a long rest.
- Cantrips (0th level)
- booming blade
- dancing lights
- minor illusion
- ray of frost
- shape water
- shocking grasp
- 1st Level
- absorb elements
- chromatic orb
- color spray
- create or destroy water
- elemental armor
- expeditious retreat
- feather fall
- fog cloud
- guiding bolt
- ice knife
- illusory script
- silent image
- thunderous smite
- venomous ray
- witch bolt
- 2nd Level
- dust devil
- gentle repose
- gust of wind
- heat metal
- mirror image
- misty step
- Snilloc's snowball swarm
- warding wind
- 3rd Level
- call lightning
- elemental weapon
- gaseous form
- hypnotic pattern
- lightning arrow
- lightning bolt
- major image
- protection from energy
- sleet storm
- stinking cloud
- wall of water
- water breathing
- water walk
- wind wall
- 4th Level
- black tentacles
- conjure minor elementals
- control water
- elemental bane
- freedom of movement
- hallucinatory terrain
- ice storm
- resilient sphere
- storm sphere
- vitriolic sphere
- watery sphere
Prerequisites. To qualify for multiclassing into the Storm Knight class, you must meet these prerequisites: 13 char
Proficiencies. When you multiclass into the Storm Knight class, you gain the following proficiencies: Light armor, Medium armor, Shields, Simple and Martial weapons.