Storm Lord (5e Class)

From D&D Wiki

Jump to: navigation, search


Storm lord[edit]

Storm lords are beings with an affinity to the elements that make up a storm such as thunder, wind, water, ice. They wield an immense amount of element magic to destroy their enemies and also to give themselves a boost in battle. Storm lords have been the rulers of the seas for eons and they stand above all mages. They have understood some of the Worlds laws and have gains a sort of divinity over the natural world. What’s more powerful than a storm? The mage who can harness it!


Creating a Storm lord[edit]


Quick Build

You can make a Storm lord quickly by following these suggestions. First, dexterity should be your highest ability score, followed by wisdom. Second, choose the sailor background.

Class Features

As a Storm lord you gain the following class features.

Hit Points

Hit Dice: 1d10 per Storm lord level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Storm lord level after 1st

Proficiencies

Armor: Light
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Constitution Dexterity
Skills: Choose two from Arcana, Nature, Survival, Insight, Medicine and Perception

Equipment

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

Table: The Storm lord

Level Proficiency
Bonus
Cantrips Known Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 3 Spellcasting, Storm forged, Wild magic surge 3 2
2nd +2 3 Storm guide, Storm strike 4 3
3rd +2 3 World concept 5 4 2
4th +2 4 Ability Score Improvement 6 4 3
5th +3 4 Fog shroud 7 4 3 2
6th +3 4 World conceptImprovement 8 4 3 3
7th +3 4 9 4 3 3 1
8th +3 4 Ability Score Improvement 10 4 3 3 2
9th +4 4 Whirlwind defence 11 4 3 3 3 1
10th +4 5 World conceptImprovement 12 4 3 3 3 2
11th +4 5 Flexible casting 13 4 3 3 3 2 1
12th +4 5 Ability Score Improvement 13 4 3 3 3 2 1
13th +5 5 Piercing storm 14 4 3 3 3 2 1 1
14th +5 5 World conceptImprovement 14 4 3 3 3 2 1 1
15th +5 5 Heart of the storm 14 4 3 3 3 2 1 1 1
16th +5 5 Ability Score Improvement 15 4 3 3 3 2 1 1 1
17th +6 5 15 4 3 3 3 2 1 1 1 1
18th +6 5 Stormwalker 16 4 3 3 3 3 1 1 1 1
19th +6 5 Ability Score Improvement 16 4 3 3 3 3 2 1 1 1
20th +6 5 Raging storm 16 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

Your magic is born out of your connection to the elements of a storm. As a Storm lord you have made some insights into the concepts of the very nature of the worlds elements and you can bend them to your will.

Cantrips

At 1st level, you know three cantrips of your choice from the sorcerer spell list. You learn additional Storm lord cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Storm lord table.

Spell Slots

The Storm lord table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Storm lord 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 burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level or Higher

You know two 1st-level spells of your choice from the Storm lord spell list or mage spell list.

The Spells Known column of the Storm lord table shows when you learn more Storm lord spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd 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 lord spells you know and replace it with another spell from the storm lord spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Storm lord spells, since the power of your magic relies on your ability to bend the elements to your needs. 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 sorcerer 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 (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your Storm lord spells.

Wild magic surge[edit]

Your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table (found in chapter 3 of the Player's Handbook) to create a random magical effect. If the effect is a spell, it’s too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.


Storm forged[edit]

As a Storm lord your body has been bathed and strengthened by the storms. Starting at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Wisdom modifier + your Dexterity modifier. You also gain resistance to Thunder damage.

Storm guide[edit]

At the second 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.

Storm lords smite[edit]

Starting from 2nd level, you can smite attackers with your control over the storm. 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 2d4 thunder, cold, electric, or piercing 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 3d4 at 5th level, 4d4 at 9th level, 5d4 at 13th level, and 5d6 at 17th level. You can use this feature a number of times equal to your Wisdom modifier. You regain expended uses of this feature when you complete a long rest.


World concept[edit]

At the 3rd level, you chose an concept. Choose between Wind concept movement, Ice concept slow, Water concept force, Thunder concept destruction. All detailed at the end of the class description. Your choice grants you features at 3rd, and again at 6th, 10th, and 14th 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 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.

Fog shroud[edit]

At the 5th level you have gained control of the clouds in the sky and can command them with your mind. You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you use this ability after the 5th level or higher, the radius of the fog increases by 20 feet for each level above 5th.

You can use this feature as many times as your Wisdom modifier.

Whirlwind defence[edit]

At 9th 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.

Flexible casting[edit]

At the 11th level, your familiarity with storms has grown. At a long rest you can change your known spells with other spells from your Storm lord spell list. Learning a new spell you haven't used before will take a number of minutes equal to the spell's level x 10. You can only change as many spells equal to your wisdom modifier.


Piercing Storm[edit]

At 13th level, your attacks ignore resistance to cold 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.

Heart of the storm[edit]

At 15th level, your body has been reinforced once again by your storms. You are now resistant to cold and thunder damage.

Stormwalker[edit]

At 18th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

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 roll a 1D4
  • 1.Take 6d6 lightning damage
  • 2.Take 6d6 cold damage
  • 3.Take 6d6 force damage
  • 4.Take 6d6 piercing damage

Wind concept Movement[edit]

You have contemplated and meditated on the meaning of wind. Wind isn’t just a gentle breeze blowing leaves it can also be a devastating force used against enemies. You have understood the worlds will, the wind represents movement. From blowing of the leaves of trees to end the season to a tornado relocating a town miles away. You can redirect the wind but you will never stop it!

Weightless

At the 3rd level you can use a bonus reaction to move an 10 ft in any direction with a successful save roll. At the 10th level you can move an additional 10ft. You also have the ability to float but you can not fly.

Winds blessing

At 6th level, you gain the ability to fly up to twice your walking speed when you use your Movement action. This feature can be used as many times as your Dexterity modifier. Once you reach 15th level, you can fly up to four times your walking speed instead.

Hurricane winds

At the 10th level, you can create a wind sphere with a diameter of 40 ft around you. Everything but you party makes a strength save. If they fail the save they are blown outside of the sphere and knocked prone. You can use this as many times as your wisdom modifier.

Wind god

At the 14th level, you can use any of the wind concept abilities on your allies instead of yourself.you also gain a permanent increase of 10ft movement speed.

Ice concept slow[edit]

You have contemplated and meditated on the meaning of Ice. Ice can be cold but it is much more than that. You have seen how ice stops the raging rivers and you’ve seen it defy the laws of time. The world has shown you the concept of slow. Ice isn’t eternal but it will halt the very laws infront nature!


Domain of the frost titan

At the 3rd level, Your concept of ice has grown strong enough to use a element domain. You release cold energy altering time around up to six creatures of your choice in a 20 foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.

You can use your domain as many times as your wisdom modifier.

Ice wall

At the 6th level, You can create a wall of ice out of the water present in the air. Each use of this ability builds a 5ft wall of ice in the range of 20ft from the caster. The wall has an AC of 5 and 15 hp. If a section of the wall is destroyed in one hit, it will shatter and crash down on anybody in it's way. If it lands on a creature they must make a dexterity saving throw to avoid it or take 2d8 bludgeoning damage. If a section of the wall is damaged before it is totally destroyed, it can not shatter.

You can use Ice wall as many times as your wisdom modifier.


Surface freeze

At the 10th level, You can freeze an area of 60ft around you. Every creature including allies will have their movement lowered by 15ft unless they are airborne while you gain 15ft movement. Your ice lasts for two turns.

You can use this ability as many times as your wisdom modifier.


Domain of eternal ice

At the 14th level, You have completely mastered the element of ice! Your domain now covers twice the area and does 1d8 each turn a creature is in the domain until a successful save roll.

Water concept force[edit]

You have contemplated and meditated on the meaning of Water. Water can change form and flow around objects but with enough time it will destroy anything in its path. You have understood the concept of force. Something as formless and soft as water can still force a hole through even the hardest objects!

Hydromancy

At the 3rd level, You know the shape water cantrip. In addition to shape water's noted uses, its range is increased by 30ft and you may use the cantrip to attack. When using shape water to attack, make a ranged spell attack against the target. On a hit, the target takes 1d8 bludgeoning damage. The spell's damage increases by 1d8 and it's range increases by 5 feet when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You also know the create or destroy water spell and can cast it at 1st level as a bonus action as many times as your wisdom modifier

Changing tide

At the 6th level, While near a body of water, you can summon a series of waves upon land. After doing such, all land within a 120 ft radius becomes flooded with water and is treated as difficult terrain for 1 hour. Creatures within this radius who are on the ground are all treated as drenched as well. Your mastery over water has granted you immunity to any adverse effects caused by this feature, and along with that, the ability to cast water walk at will, without expending a spell slot. (This does not count towards your known spells). You must take a short rest before using the main effect of this feature again.

Water armour

At the 10th level, You can cloak yourself in a thin layer of water as protection. While water armour is active all physical attacks made against you are disadvantaged unless they have the piercing attribute. This armour lasts until it is pierced or you have taken 20 damage of any kind. You must take a short rest before using this ability again.


Tsunami

At the 14th level, The ultimate use of the water concept displayed to the maximum. You summon a 50ft linear wave that travels 100ft in a direction of your choosing. Any creatures in the wave must make a dexterity saving throw. If they fail they take 4D8 bludgeoning damage and are knocked prone. This ability resets after a long rest.

Thunder concept destruction[edit]

You have contemplated and meditated on the meaning of Thunder. A mighty ancient tree is reduced to ash by one strike. You have understood the true nature of thunder, the concept of destruction. That destructive boom in the sky holds can destroy the very fabric of the world

Lightning Fist

Lightning Fist At 3rd level, if you are wielding a one-handed weapon or unarmed, as a bonus action, make a melee attack with your free hand. Your unarmed attacks deal 1d8 + half your wisdom score, minimum of 1, and deal electrical and bashing damage.

Thunder spear

At 6th level, As an action you can call thunder to attack your enmities. Each creature in 15 foot cone area must make a Dexterity saving throw, taking 3d8 lightning damage on a failed save or half as much damage on a successful one.

Can be used as many times as your wisdom modifier.

Shockwave

At the 10th level, As an action, you can release a blast of energy surrounding you in lightning and trauma... All surrounding creatures within 30ft Radius of you, they all must make a Constitution Saving throw DC (8 + your Proficiency Bonus + your Wisdom modifier). Upon failure, they will all be in a Paralyzed until the start of your next turn. While taking 2d10 lightning and 2d8 thunder damage. If successful, the creatures will take half damage, and not be in the Paralyzed and will be immune to this ability for the next 24 hours.


Resets after a long rest.


Heavenly thunder

Storm's rage can no longer be contained, unleash it! Let the storms rage among your foes! At 14th level, As an action, you summon a 5-foot-radius bolt of lightning that streaks down from the heavens and strikes the ground at a point you choose within range. Each creature in the path of the bolt must make a Dexterity saving throw vs Spellcasting DC, taking 8d12 lightning damage on a failed save or half as much damage on a successful one.

You must finish a long rest before you can do so again.

Storm lord Spell List[edit]

You may choose any of the spells on the Storm lord spell list corresponding to level. All spells can be found at Dnd-spells.com

Camtrips

Dancing lights, Druidcraft, Eldritch blast, Frostbite, Gust, lightning lure, Message, Minor illusion, Ray of frost, Shape water, Shocking grasp, Thunderclap, Ignite

1st Level

Absorb elements, Bless, Chaos bolt, Create or destroy water, Cure wounds, Feather fall, Guiding bolt, Healing word, Ice knife, Jump, Longstrider, Thunderwave, Witchbolt

2nd Level

Calm emotions, Gust of wind, Healing spirit, Levitate, Misty step, Pass without trace, Silence, Skywrite, Snilloc’s Snowball Swarm, Warding wind

3rd Level

Call lightning, Counterspell, Create food or water, Daylight, Dispell magic, Elemental weapon, Fly, Haste, Lightning arrow, Lightning bolt, Mass healing word, Plant growth, Sleet storm, Speak with plants, Thunder step, Tidal wave, Wall of water, Water breathing, Water walk, Wind wall

4th Level

Conjure minor elementals, Conjure woodland beings, Control water, Elemental bane, Freedom of movement, Ice storm, Sickening radiance, Storm sphere, Watery sphere

5th Level

Cloudkill, Commune with nature, Cone of cold, Conjure elemental, Control winds, Dawn, Destructive wave, Far step, Greater restoration, Maelstorm, Mass cure wounds, Steel wind strike, Weath of nature


6th Level

Chain lightning, Disintegrate, Heal, Investiture of ice, Investiture of wind, Otiluke’s Freezing Sphere, Primordial ward, Transport via plants, Wall of ice, Wind walk


7th Level

Crown of stars, Divine word, Force cage, Regenerate, Resurrection, Reverse gravity, Teleport, Whirlwind


8th Level

Antimagic field, Control weather, Feeblemind, Holy aura, Maddening darkness, telepathy, tsunami


9th Level

Foresight, Gate, Imprisonment, Invulnerability, Mass heal, Storm of vengeance, Time stop, True resurrection, Weird, Wish

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

5.00
(one vote)

Back to Main Page5e HomebrewClasses


Home of user-generated,
homebrew pages!


Advertisements: