Storm Mage (5e Class)
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|"I am one with my weapon.|
Soldiers of destiny and beings of fate manifested, a storm mage knows they are set apart from the world, and that their fate is one of greatness. These magical warriors are capable of channeling their magic through their weapons and unleashing the terror of the storm. Many tend to be arrogant, and self righteous believing in their superiority over others. Some search for their unknown destiny, while others wait for their fate to be revealed. Most of all they share a connection that makes the earth shake, and air tremble with power.
As a Storm Mage you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Simple and Martial Weapons
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Arcana, Athletics, History, Deception, Intimidation, and Persuasion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two martial melee weapons or (b) a longbow and 20 arrows
- (a) a Dungeoneer's Pack or (b) an Explorer's Pack
- leather armor and two daggers
|Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Weapon Bond||4||2||2||—||—||—||—||—||—||—||—|
|2nd||+2||Fighting Style, Thunderous Rebuke (2d6)||4||3||3||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||5||5||4||3||—||—||—||—||—||—||—|
|5th||+3||Thunderous Rebuke (3d6)||5||6||4||3||2||—||—||—||—||—||—|
|6th||+3||Extra Attack, Storm Guide||5||7||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||5||9||4||3||3||2||—||—||—||—||—|
|9th||+4||Thunderous Rebuke (4d6)||5||10||4||3||3||3||1||—||—||—||—|
|10th||+4||Call of Elemental Plane||6||11||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement||6||12||4||3||3||3||2||1||—||—||—|
|13th||+5||Thunderous Rebuke (5d6)||6||13||4||3||3||3||2||1||1||—||—|
|14th||+5||Advanced Tempest Magic||6||14||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement||6||15||4||3||3||3||2||1||1||1||—|
|17th||+6||Thunderous Rebuke (6d6)||6||16||4||3||3||3||2||1||1||1||1|
|19th||+6||Ability Score Improvement||6||16||4||3||3||3||3||2||1||1||1|
|20th||+6||Avatar of The Storm||6||17||4||3||3||3||3||2||2||1||1|
At 1st level, you know four cantrips of your choice from the storm mage spell list. You learn additional storm mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Storm Mage table.
- Spell Slots
The Storm Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these storm mage 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 mage spell list.
The Spells Known column of the Storm Mage table shows when you learn more storm mage 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 knight spells you know and replace it with another spell from the storm mage 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 mage 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 mage 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 a bonded weapon (see Weapon Bond) as a spellcasting focus for your storm mage spells.
You have an incredible bond with your weapons. Any weapon you have proficiency can be used as your spellcasting 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.
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 ranger class. You can't take a Fighting Style option more than once, even if you later get to choose again.
Starting from 2nd level, you can thunderously rebuke attackers. 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.
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 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 6th 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.
Call of Elemental Plane
At 10th level, you become a conduit to the Plane of Air itself, granting you primordial power. You now have resistance to lightning and thunder damage, and are immune to the deafened condition.
Advanced Tempest Magic
At 14th level, you learn the spell chain lightning. If you already know this spell, you learn a different spell of your choice from the storm mage spell list. This spell counts as a storm mage spell for you, and is included in the number in the Spells Known column of the Storm Mage table. You can cast the spell chain lightning once between long rests without expending a spell slot. You gain this benefit regardless of which spell you gain from this feature.
At 18th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
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
- thunder step
- 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
- 5th Level
- cone of cold
- conjure elemental
- control winds
- insect plague
- teleportation circle
- wave of obliteration
- 6th Level
- chain lightning
- find the path
- freezing sphere
- globe of invulnerability
- investiture of ice
- investiture of wind
- primordial ward
- wall of ice
- wind walk
- 7th Level
- conjure celestial
- magnificent mansion
- mirage arcane
- prismatic spray
- reverse gravity
- 8th Level
- 9th Level
Prerequisites. To qualify for multiclassing into the storm mage class, you must meet these prerequisites: Strength or Dexterity: 13, Charisma: 13
Proficiencies. When you multiclass into the storm mage class, you gain the following proficiencies: light armor, medium armor, shields, and 1 weapon proficiency.