Storm Razer (5e Class)
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Storm Razer[edit]
A child, watching her village invaded by orcs, cries out into the night sky as she watches her life collapse around her. Just when things couldn't get worse, it starts to storm. As a group of orcs surround her, a flash of lightning appears from the sky and touches down right in front of her, between her and the orcs. The figure who came from the lightning is small, but something about him radiates power. Before she could even process what happened, the orcs are dead, left in piles of ash and the mysterious figure is left crackling with electricity before he speeds away, fast as lightning. On a battlefield, a soldier kneels by his fallen comrades, surrounded by enemy troops. He looks up to the sky, a crackle of light flashes in his eyes, and he screams. Dozens of bolts of lightning hurl down from the clouds, striking friend and foe alike. Those who were just surrounding the soldier are now dead on the ground while his companions who laid dead seconds ago begin to wake up. A mysterious woman crouches on the roof of a palace in the middle of a city. The Lord had been exploiting his people, enslaving the men and keeping the women for his own entertainment. A petite woman walks in through the door. The guards put themselves in front of her so as to stop her but her fist crackles with energy and she punches them across the room. She draws two battleaxes and waits. Over the next six hours, she does not take a step nor get as much as a bruise as hundreds of guards stream into the room, only to be killed as quickly as they entered by a combination of brute force and lightning damage. A small groups of towns in the middle of the desert haven't seen rain for almost a year now. Crops are dying, people are starving, and the towns are falling apart. A dust storm strong enough to wipe out the towns entirely and the people are frantic. As the storm approaches, it starts to drizzle as a man slowly descends from the sky, seeming to be supported by a cloud. He stares at the dust storm and lifts his arms, a staff in one hand, a sword in the other. He glows bright with energy as wind picks up around him, rivaling the intensity of the incoming dust storm. The towns people, standing in the middle of the wind, only seem to feel a gentle breeze, yet the wind seems strong enough to rip a castle out of the ground. The man turns, winks, and drifts towards the dust storm. From inside his cyclone, another appears and the three storms stop the dust storm in its tracks.
Fight Like the Wind[edit]
This class was created with inspiration from other storm-based classes, but with added utility. Storm Razers, while known for their strength, are not a barbarian, nor are they a wizard as some may guess based on ability. Storm Razers are a unique group, ranging from healing abilities to spell abilities to strength abilities. They are oftentimes the center of the battle, leaving bodies strewn in their destructive path and will more often than not fight separately from their allies for fear of harming them. Their battle ability is matched by their supportive capabilities with their powers coming mostly from who taught them how to use them. They may seem intimidating, but the large majority are humble, friendly people who will fight for the ones they love until they can no longer stand.
Creating a Storm Razer[edit]
So, is your character a meathead? A quiet but intelligent type? Storm Razers vary in personalities due to some being rather reserved about their powers unless absolutely necessary. Is your character like that? Do they prefer a challenge in battle, or just quick and easy kills? Outside of combat, do they value raucous rough-housing, drinking and merrymaking? Perhaps they are more solitary and spend their time alone reading? There is no need to adhere to a screaming idiotic stereotype as a Storm Razer as some tend to do with melee classes. There is equally strength in quiet contemplation as there is in brash declaration.
- Quick Build
You can make a Storm Razer quickly by following these suggestions. First, Charisma should be your highest ability score, as this is a form of casting class, followed by Strength then either Dexterity or Constitution depending on if you want to play it from an agile or tanky standpoint.
Class Features
As a Storm Razer you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Storm Razer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Storm Razer level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Martial and simple weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: chose two from Perception, Performance, Insight, Athletics, Intimidation, Persuasion, Acrobatics, and Deception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) scale mail or (c) leather armor and a longbow with 20 arrows
- (a) two martial melee weapons or (b) one martial melee weapon and a shield
- (a) dungeoneer's pack or (b) explorer's pack or (c) herbalism kit
- (a) 5 javelins or (b) any ranged simple weapon
- If you are using starting wealth, you have 2d4x10 gold in funds.
Level | Proficiency Bonus |
Features | Spells Known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||
1st | +2 | Static Charge, Weapon Bond | — | — | — | — | — | — |
2nd | +2 | Spellcasting, Fighting Style, Thunderous Rebuke | 2 | 2 | — | — | — | — |
3rd | +2 | Thundering Destruction, Storm Archetype | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 4 | 4 | 2 | — | — | — |
6th | +3 | Lightning Transposition | 4 | 4 | 2 | — | — | — |
7th | +3 | Storm Archetype Feature | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 5 | 4 | 3 | — | — | — |
9th | +4 | — | 6 | 4 | 3 | 2 | — | — |
10th | +4 | Aspect of the Storm | 6 | 4 | 3 | 2 | — | — |
11th | +4 | Return of the Storm | 7 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — |
13th | +5 | — | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | Hurricane, Grace of The Winds | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | Storm Archetype Feature | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Stormlord | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Storm Archetype Feature | 11 | 4 | 3 | 3 | 3 | 2 |
Static Charge[edit]
At 1st level, you can build a magical defense around your body made of static charge. As a bonus action, you can infuse your body with electricity by gaining temporary hit points equal to 5x your Storm Razer level. Static charge lasts for 1 minutes.
While static charge is active you will recover 10 health at the start of your turns. In addition, you emit 1.5 meters of dim light.
You must finish a long rest to use this feature again.
Weapon Bond[edit]
At 1st level, you have an incredible bond with your weapons, whateverweapon you have proficiency can be used as your arcane focus if you meditate with it for 1 hour. You can only have two weapons linked at a time. 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 one. Also, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can use 1 bonus action to call it back to you in a small strike of lightning.
Spellcasting[edit]
At 2st level, you have learned to draw on a limited well of magic.
- Spell Slots
The Storm Razer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Storm Razer 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 Razer spell list.
The Spells Known column of the Storm Razer table shows when you learn more Storm Razer spells of your choice. Each of these spells must be of a level for which you have spell slots. For example, a 7th level storm razer is able to learn one spell that is of 2nd-level or lower.
Additionally, when you gain a level in this class, you can choose one of the Storm Razer spells you know and replace it with another spell from the Storm Razer 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 Razer 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 Razer 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 Razer spells.
Fighting Style[edit]
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Storm Warrior
You learn two cantrips from the following: booming blade, dancing lights, light, lightning lure or thunderclap. They count as storm razer spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from this list.
- Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
hen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Archery
You gain a +2 bonus on attack rolls made with ranged weapons.
Thunderous Rebuke[edit]
Starting at 2nd level, you can crush your enemies with the force of thunder. When a creature within 60 feet of you hits you with an attack, if you can see it, you can use your reaction to unleash lightning at it. The creature must make a dexterity saving throw. On a failed save, the creature takes 2d8 lightning or thunder damage (your choice) and is paralyzed for one turn, if successful, it takes half damage and is not paralyzed.
You can use this ability a number of times equal to your charisma modifier, you can use it again after a long rest.
Thundering Destruction[edit]
Starting at 3rd level, you gain the ability to infuse your weapon strikes with the energy of a raging storm. When you hit a creature with a weapon attack, you can spend a spell slot to deal lightning damage to the target in addition to the weapon's normal damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell slot above 1st, to a maximum of 5d8. In addition, when you deal lightning or thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Storm Archetype[edit]
At 3rd level, choose a Storm Archetype from Call of Thunder, Flash of Lightning, Herald of Storms, to follow. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th levels.
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.
Extra Attack[edit]
Beginning at 5th level, you may attack twice instead of once during the attack action on your turn
Lightning Transposition[edit]
At 6th level, you can choose a space that you can see within 60 feet that is occupied by a small to medium-sized creature or object. The two of you teleport, switching places and leaving a trace of electricity in place. The object cannot be wielded or carried by the creature, and when a creature you can see targets you with an attack or spell, you can use your reaction to switch places with it.
Doing so changes the target to the creature or object you switched places with. An involuntary creature switched this way has disadvantage on any saving throw it makes. If you switch places with the creature that triggered an attack or spell, the attack or spell it used fails to find a target and is spent. When a creature you can see is targeted by an attack or spell, you can use your reaction to switch places with that creature. Doing so changes the target of the attack or spell for you. You will have an advantage if it is a spell.
An involuntary creature can make a wisdom saving throw to resist your ability. You must activate this ability after a target is chosen, but before an attack roll or saving throw is made in response to the attack made or spell cast. After using this feature, you cannot use it again until you finish a long rest or until you spend a spell slot of 1st level or higher.
Aspect of the Storm[edit]
At 10th level, your connection to elemental lightning is starting to affect your physiology. You gain resistance to thunder and lightning damage. Also, when you are struck by lightning or thunder, you can absorb the energy in your body with a reaction. You take damage from the attack, but you can leave the energy stored in your body for 1 minute, after that time has passed and you haven't used the energy absorbed it will dissipate into the environment. On your turn you can pass this energy to your weapon, on your first attack you make, the target will take lightning damage equal to the damage taken by the attack, if you miss the attack the energy will not dissipate. This effect stacks with itself.
You can use this feature a number of times equal to your charisma modifier, you must finish a long rest to use this feature again.
Return of the Storm[edit]
At 11th level, the turbulent, relentless energies built up in you keep you from dying, keeping your vital organs energized and stimulating your cells and tissues. If you drop to 0 health your innate battery will pulse, energizing your entire body. You can make a DC 10 Constitution saving throw. If you succeed, your internal energies rise, bringing you back to life, causing you to become conscious at 1 hit point.
Each time you use this feature after the first one, the DC increases by 5. As soon as you finish a short or long rest, the DC goes back to 10.
Hurricane[edit]
At 14th level, you summon a hurricane that destroys your enemies around you. With one action, a hurricane advances in a straight line with a maximum range of 180 feet and a maximum width of 60 feet. Enemies caught within the area must make a Dexterity saving throw. On a failed check, each enemy takes 8d6 lightning damage and is thrown into the air.
Enemies suspended in midair are treated as paralyzed for one turn. On a successful check, they take half damage and won't be suspended in midair. With a bonus action, you can teleport to a single downed enemy and perform combat actions normally. You can use this ability a number of times equal to your Charisma modifier can use it again after an extended rest.
Grace of the Winds[edit]
At 14th level, in addition to lightning you have begun to form an incredible bond with the winds, as a bonus action you can cause the wind to blow around you within a 10-foot radius moving with you, the winds protect you, and you have the following effects:
The wind propels it upward, granting it a flight speed of 60 feet.
The area is difficult terrain for creatures of your choice.
It drives away steam, gas, and mist that can be dissipated by a strong wind.
Extinguishes unprotected flames in the area.
Creatures have disadvantage on attack rolls against you.
These effects last until you are incapacitated, die, or dismiss them as a bonus action.
Stormlord[edit]
At 18th level, the power of the storm is yours to command now listen to your principles, oh thunder warrior, you gain the following effects:
Immunity to lightning and thunder damage.
when you are struck by lightning or thunder, instead of taking damage you can regain hit points equal to half the damage.
Your control over thunder and lightning becomes absolute and so destructive that your thunder and lightning damage ignores resistance and treats immunity as resistance.
If a target is not resistance to those damage types, then any thunder or lightning damage they take from you requires a Constitution saving throw. If the target fails and the damage was thunder based, and it becomes deafened for a round. If the damage was lightning, they are knocked prone and blinded for a round.
Call of Thunder[edit]
Call of Thunder it's for those who want the raw, latent power of their lightning.
- Electric armor
At the 3rd level, the electrical energies that pulsate and flow around you and feed you also thinly coat you as a protective layer. It travels over any armor you wear, but not over shields. The electromagnetism it provides greatly reduces the power of mundane weapons. Your AC increases to +2.
In addition, while your Static Charge is active, you gain resistance to non-magical slashing, piercing and bludgeoning weapons damage.
- Storm rage
At the 3rd level, you can wield the power of the storm with unbridled ferocity. When rolling lightning or thunder damage, you can do maximum damage instead of rolling the dice.
The first time you do this, you do not suffer any adverse effects. Each time you use this feature again before finishing a long rest, you gain one level of exhaustion immediately after using this feature.
- Stimulate
At 7rd level, you can use a bonus action to increase your physical ability by channeling electrical force into your limbs. You have advantage on attack rolls until the end of your turn. You can use this a number of times equal to your Charisma modifier. You must finish a long rest to use this feature again.
- Thunderous retaliation
At 7th level, your mastery of lightning is so deadly that your enemies die without even touching you, as a bonus action, you make a surge of electricity around you with a range of 10 feet moving with you, the duration of this circle is 1 minute, when the circle appears, each creature of your choice that enters, leaves, or remains within the circle takes 2d8 lightning damage. When you attack a creature inside the circle, it must make a constitution saving throw. If it fails, double your damage against the creature. You must finish a short or long rest to use this feature again.
- Awakening from the Storm
At 15th level, you can use an action to focus and imbue your will with the natural forces that fuel your storm power. The heavens and atmosphere around you envelop your body in an electrical charge of immense negative forces, for 1 minutes a cloak of pure electricity amplifies your power giving the following effects:
You can share some of your power with your allies, as a bonus action, you can emanate an 60-foot aura of electricity that follows you, you and your allies gain a bonus equal to your charisma modifier on ability checks, residence checks and damage from attacks.
you cannot be charmed or frightened while in this mode. If you were charmed or frightened when you entered this mode, the effect is suspended for the duration of the skill.
You can turn your weapons into powerful lightning by changing all weapon attack damage to lightning damage, the weapon retains all its effects, you can shape the lightning to your will. In addition, whether you hit or miss the target, you can cause your attacks to release an electrical blast, and each creature within 10 feet of the target takes extra lightning damage equal to its level. You must finish a long rest to use this feature again.
- Keranos
At 20th level, as a bonus action or when you are reduced to 0 hit points, regardless of where you are, a storm and dark clouds begin to form and swirl above you. Small lightning bolts start to jump over your skin, your eyes turn white and the clouds turn into a huge swirling black mass (3 miles in diameter) above you. A huge pillar of lightning (15 feet in diameter) hits you with a torrent of energy, removing all negative effects and conditions on you, restoring all your hit points, and any open wounds will be closed. During this, you are converted to electricity and you are at the center of the storm. Forming an armor around you, this armor gives the wearer the power and ferocity of a storm.
You can use an action to brandish your weapon with winds and lightning, you can cast a blast of primordial lightning in a straight line with a maximum range of 30 meters and a maximum width of 1.5 meters. Each creature in that line must make a constitution residence check. If the creature fails, it drops to 0 hit points. If successful, it takes 10d10 lightning damage. The duration of this transformation is 1 minute. You must finish a long rest to use this feature again.
Flash of Lightning[edit]
This archetype is for those whose fighting style is more about speed and agility than just brute force.
- Lightning action
At 3rd level, you can channel your electricity into your body forcing it beyond its limits for a moment. During your turn, you can take an additional action.
The first time you do this, you will not suffer any adverse effects. Each time you use this feature again before finishing a short or long rest, you gain one level of exhaustion immediately after using this feature.
- Electromagnetic field
At 3rd level, as an action, you create a field of electricity that lasts 10 minutes and with a range of 10 feet, around you that follows you, when a creature enters the field or starts its turn on the field, the creature must succeed on a Dexterity saving throw or take 3d6 lightning damage and be restrained by lightning for one turn, your allies receive an electrical wave in their bodies giving the following effects:
At the start of each turn, an ally gains a speed of 4.5 meters until the end of the turn.
You can use this feature again after a long rest.
- Storm attacks
At 7th level, you are the master of speed, your action time has exceeded all limits, as an action, you strengthen your weapon with the power of a storm and then disappear to strike like lightning. Choose up to five creatures that you can see within range. Make two attacks attacks against each target, the target takes an extra 2d10 lightning or thunder damage. You can then teleport to an unoccupied space that you can see within 30 feet of one of the targets you hit or miss. You can use this a number of times equal to your charisma modifier and it will recover after a long rest.
- Lightning step
Starting at 7th level, your speed seems unstoppable, you gain the following benefits:
- Your speed increases by 4.5 meters. In addition, you can use a bonus action to take the Dash and Disengage actions.
- You can take an additional action once per round at the end of a creature's turn.
- As a bonus action, you can teleport to an unoccupied space that you can see up to 60 feet away, you can also transport willing creatures that are touching you.
- You can nimbly dodge certain area effects, when you are targeted by an effect that requires a Dexterity saving throw to take half damage, you take no damage if you succeed, and only half damage if you fail.
- Lightning teleport
At 15th levei, you can teleport anywhere on the same plane where you want to be, without fail, you can take a number of creatures equal to your level with you. You can use this feature a number of times equal to your charisma modifier, you must finish a long rest to use this feature again.
- Emperor of heaven
At 20th level, you can use an action to jump vertically through the air towards the sky and for a moment become a lightning bolt flying upwards, where you levitate and transform into a lightning ball, as you levitate, the sky turns black. You cannot take any other actions while you are building up the power of the storm within you. Up to a maximum of 5 rounds, you can stay in heaven this way. After the first round, you can use your action to descend like cataclysmic lightning to the ground a maximum of 50 feet from where your earthly origin was, where every creature within 15 feet of that spot must make a Dexterity saving throw. A creature takes 5d6 lightning damage on a failed saving throw, or half damage on a successful save. For each round you remain in the sky, you add 1d6 to damage.
When you use the Emperor of Heaven skill and remain in the sky after the first turn, you can use an action to unload lightning to the ground such as Summon Lightning as a 5th-level spell. And in the last round you can call it as an 8th level spell. You can only use this call lightning while in the sky. After descending, this effect ends. You can use this ability once on each extended rest and only if you are outdoors.
Herald of Storms[edit]
This archetype is for those who want to delve into the arcane element of their lightning, and who also want a healing option in their campaign.
- Lightning surgeon
Starting at 3rd level, whenever you deal lightning or thunder damage to a creature, you can't deal any damage and have it restore hit points equal to half the number of lightning or thunder damage you rolled for your creature. damage.
You can use this feature a number of times equal to your Charisma modifier (at least once). You regain all uses after a long rest. This feature has no effect on buildings and undead.
- Healer's retribution
Starting at 3th level, you gained a vision not just of the Storms, but of their wrath. When you cast a storm razer spell that deals lightning damage and affects a creature that you can see, When you roll to determine the amount of lightning damage dealt or hit points a creature recovers from a storm razer spell, you can treat all dice rolls below your Charisma modifier as being equal to your Charisma modifier . After using this feature, you cannot use it again until you finish a short or long rest.
- Lightning storm
At 7th level, you create up to ten lightning bolts, each of which can hit a target you can see. Each creature within 10 feet of this point must make a dexterity saving throw, taking 10d6 lightning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one radius is affected only once. You can use this a number of times equal to your charisma modifier, you must finish a short or long rest to use this feature again.
- Thunder blessing
At 7th level, as an action, you raise your weapon to the sky, calling lightning, to allies you can see within 60 feet. Lightning descends from the sky, striking your allies, leaving a thin protective layer of electrical energy that travels over any armor, but not over shields. For 10 minutes, protects targets, and grants the following benefits while dressed:
Targets gain resistance to lightning and thunder damage.
Targets gain +2 AC.
Targets heal 10 health at the start of each of their turns.
Targets gain a number of temporary hit points equal to 5x half their level in this class (rounded down). When the target is hit by an attacker within 60 feet of him while he has these health points, lightning will fall on the attacker who will take lightning damage equal to the amount of temporary health the ally has. You can use this feature again after a long rest.
- Soul of the Wind
At 15th level, you no longer need to breathe, you stop aging. You are immune to any effects that could cause you to age, and you cannot die of old age. Also, you no longer need food or water.
- Avatar of the storm
At 20th level, you can use an action to invoke the powers of lightning and elemental air to transcend your physical form and become a creature of pure elemental power. You become immune to the following conditions paralysis, disease, stunned, poison, exhaustion, grappled, petrified and fallen. Gains immunity to cold and poison damage. In addition, Also gains immunity to non-magical slashing, piercing, and bludgeoning damage. Other stats do not change, and your appearance is that of a humanoid identical to you, composed of lightning. As a bonus action, you can cause the wind to swirl around you, creating a mini-storm with you at the center. For the following effects occur:
Each creature of your choice that starts its turn within 60 feet of you must succeed on a constitution saving throw, or take 3d8 lightning or thunder damage of your choice, and on a failed save they are surrounded by thunderous energy until the start of your next turn. If the targets willingly move before then, they immediately take 4d8 lightning or thunder damage, half damage if successful, and are not enveloped by the energy.
Your voice echoes like thunder and can be heard up to 300 feet, creatures of your choice that hear your voice will take 2d8 thunder damage.
Each creature of your choice that you can see must succeed on a Wisdom saving throw or take 8d6 psychic damage, this damage can be prevented if the creature cannot see you and is frightened for 1d4 days. While frightened in this way, a creature is stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A creature that succeeds that saving throw is immune to that hability until next morning.
You can suppress these effects as a bonus action on your turn. The duration of this transformation is 10 minutes. You must finish a long rest to use this feature again.
Storm Razer Spell List[edit]
You know all of the spells on the basic Storm Razer spell list and additional spells based on your subclass.
- 1st Level
absorb elements, chaos bolt, chromatic orb, color spray, create or destroy water, elemental armor, expeditious retreat, feather fall, fog cloud, guiding bolt, heroism, ice knife, illusory script, jump, longstrider, silent image, thunderous smite, thunderwave, venomous ray, witch bolt.
- 2nd Level
augury, blur,darkvision, dragon’s breath, dust devil, earthbind, gentle repose, gust of wind, heat metal, knock, levitate, mirror image, misty step, moonbeam, shatter, silence, skywrite, Snilloc’s snowball swarm, warding wind.
- 3rd Level
call lightning, counterspell, daylight, elemental weapon, fly, gaseous form, glyph of warding, haste, 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, blight, conjure minor elementals, control water, elemental bane, freedom of movement, hallucinatory terrain, ice storm, resilient sphere, storm sphere, vitriolic sphere, watery sphere.
- 5th Level
cloudkill, cone of cold, conjure elemental, contagion, control winds, destructive wave, geas, hallow, insect plague, maelstrom, scrying, seeming, telekinesis, teleportation circle, wave of obliteration.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Storm Razer class, you must meet these prerequisites: 13 Charisma, 13 Strength
Proficiencies. When you multiclass into the Storm Razer class, you gain the following proficiencies: Light armor, Medium armor, Shields, Simple and Martial weapons.
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