Storm Razer (5e Class)
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- 1 Storm Razer
- 1.1 Fight Like the Wind
- 1.2 Creating a Storm Razer
- 1.3 Class Features
- 1.3.1 Table: The Storm Razer
- 1.3.2 Electric Hand
- 1.3.3 Thunderous Rebuke
- 1.3.4 Weapon Bond
- 1.3.5 Fighting Style
- 1.3.6 Spellcasting
- 1.3.7 Aspect of Storm
- 1.3.8 Storm Archetype
- 1.3.9 Ability Score Improvement
- 1.3.10 Extra Attack
- 1.3.11 Thunderous Blade
- 1.3.12 Cyclonic Impact
- 1.3.13 Skystrike
- 1.3.14 Tempest Whirlwind
- 1.3.15 Cyclone Blast
- 1.3.16 Jumpstart
- 1.3.17 Stormlord
- 2 Storm Archetypes
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
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
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.
As a Storm Razer you gain the following class features.
- Hit Points
Armor: All armor, shields
Weapons: Martial and simple weapons
Saving Throws: Charisma and Strength
Skills: chose three from Perception, Performance, Insight, Athletics, Intimidation, Persuasion, Acrobatics, and Deception
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.
|Features||Spells Known||Cantrips Known||—Spell Slots per Spell Level—|
|1st||+2||Electric Hand, Thunderous Rebuke, Weapon Bond||-||1||—||—||—||—||—|
|2nd||+2||Fighting Style, Spellcasting||1||1||2||—||—||—||—|
|3rd||+2||Aspect of the Storm, Storm Archetype||2||3||3||—||—||—||—|
|4th||+2||Ability Score Improvement||3||3||3||—||—||—||—|
|6th||+3||Storm Archetype Feature||5||3||4||2||—||—||—|
|8th||+3||Ability Score Improvement||7||4||4||3||—||—||—|
|10th||+4||Storm Archetype Feature||8||5||4||3||2||—||—|
|12th||+4||Ability Score Improvement||9||5||4||3||3||—||—|
|15th||+5||Storm Archetype Feature||11||5||4||3||3||2||—|
|16th||+5||Ability Score Improvement||11||5||4||3||3||2||—|
|19th||+6||Ability Score Improvement||13||5||4||3||3||3||2|
|20th||+6||Storm Archetype Feature||14||5||4||3||3||3||2|
Starting at 1st level, you know the electric hand cantrip and can cast it at will
Starting at 1st level, you have the ability to thunderously rebuke attackers. At 1st level, when a creature within 30 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.
You have an incredible bond with your weapons. Starting from 1st level, any weapon you have proficiency can be used as your arcane focus if you meditate with it for 1 hour. You can only have one bonded weapon 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 spend 1 minute of meditation to call it back to you in a small strike of lightning.
Starting 2nd level, you may choose to specialize in a specific form of combat. Choose one of the following options:
- 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.
- Slammer: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- Hacker: When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
- Two-Hand: When 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.
- Archery: You gain a +2 you make to ranged attack rolls.
- Protector: 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.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
By the time you reach 2nd 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 Razer spell list. When you reach 10th level, you learn one additional Storm Razer cantrip of your choice.
- 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, if I hit level 7, I am able to learn one spell that is a third 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.
Aspect of Storm
At 3rd level, your connection to elemental lightning is beginning to effect your physiology. You gain resistance to thunder and lightning damage.
At 3rd level, choose a Storm Archetype from Call of Thunder, Flash of Lightning, Blast of Winds, or Coverage of Clouds to follow. Your choice grants you features at 3rd level and again at 6th, 11th, 15th, and 20th levels.
Ability Score Improvement
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 may attack twice instead of once during the attack action on your turn
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 Razer spell list. This cantrip counts as a Storm Razer cantrip for you, and is included in the number in the Cantrips Known column of the Storm Razer 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.
At 9th level, you summon a swirling hurricane that obliterates your foes around you. As a action a hurricane moves forward in a straight line with a maximum range of 180 feet and a maximum width of 60ft. Enemies caught within the area must take a Dexterity saving throw. On a failed check each enemy takes 8d6 lightning damage and are knocked into the air. Enemies that are suspended in the air are treated as Paralyzed for a turn. On a successful check they take half damage. As a bonus action you can teleport to a single knocked up enemy and perform combat actions as normal. You may use this ability equal to your proficiency bonus per long rest.
At the 12th level, you can use an action to leap vertically into the air up towards the sky and for a moment become a bolt of lightning racing upwards, where you then levitate and transform into a ball of lightning. While you are levitated the sky turns black. You can take no other action while you are building up the power of the storm within you. Up to a maximum of 5 rounds, you can remain in the sky in this form. After the first round, you can use your action to descend as a cataclysmic lightning strike to the ground 50 feet maximum from where your ground origin was, where each creature within 15 feet of that point must make a Dexterity saving throw. . A creature takes 5d6 lightning damage on a failed save, or half as much damage on a successful one. For each round you remain in the sky, you add 1d6 to the damage. Once the damage has been resolved, you appear at the point of impact in your normal form and can act normally from your next turn.
When you use the Skystrike ability and remain in the sky after the first turn, you can use an action to discharge lightning down to the ground like Call lightning as a 8th level spell. You can only use this Call Lightning whilst you are in the sky. Once you descend, this effect ends. You can use this ability once per long rest and only if you are outdoors.
At 13th level, As a reaction, you may expend 1 shock point, to create a small tempest storm around you to protecting you from harm. Any creature within 5 feet of you, must make a Strength saving throw DC (8 + your Proficiency Bonus + your Charisma modifier). Upon failure, the creature takes 3d8 slashing damage + Wisdom modifier and will be knocked prone. If successful, the creature will take half damage and will not be in the Prone.
At 14th level, as an action, you may create a huge blast of wind and lightning in a 30ft cone. All creatures within range of you cyclone blast must make a Constitution saving throw DC (8 + your Proficiency Bonus + your Charisma modifier) On a failed save, you deal 3d8 + Charisma modifier of lightning and an extra 2d10 slashing damage. If successful, in which they will take half damage. This is usable a number of times equal to half of your proficiency modifier (rounded down) and is available again after a long rest.
Starting 17th level, the absolutely relentless roiling energies built in you prevent you from death by keeping your vitals powered and stimulating your cells and tissue. If you are dropped to 0 hit points, you may have your innate battery rev up to maintain yourself. If you succeed your first death saving throw, your inner energies instantly jack up and perk you back to the living, having you become conscious with 1 hit point and also regain one use of your surge feature. You must finish a long rest to use this feature again.
At level 18, you become a Storm Lord. Your control over thunder and lightning is absolute and so destructive that your thunder and lightning damage ignores a level of resistance. (Immune becomes resistant, resistance becomes none.) If a target has no resistance to begin with, then once per round 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
Call of Thunder is for those who want to be right in the front lines hitting charged melee attack after charged melee attack.
Starting 3rd level, you can boost your physical prowess by channeling the electric force inside to your limbs. For one bonus action, you gain advantage in attack rolls until the end of your turn. You may use this a number of times equal to your Charisma modifier and they refresh after a long rest.
- Thunderbolt Strike
At 6th level, 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. The target must make a strength saving throw or be pushed back up to 10 feet. In addition, you gain the ability to infuse your weapon strikes with the energy of a raging tempest. On each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 lightning or thunder damage to the target. When you reach 10th level, the extra damage increases to 1d8.
- Improvement:At Level 15, Thunderbolt Strike now deals an extra die of thunder damage.
- Storm Strikes
Beginning at 11th level, your weapon attacks deal an additional 1d8 lightning damage on a hit.
- Lightning Armor
The electric energies that pulse and course about you and power you also coat you thinly like a protective layer. It travels over any armor you wear, but not shields. The electromagnetism it provides greatly reduces the power of mundane weapons. Your Armor Class now cannot be below 16.
You also gain resistance to one damage type of non-magical piercing, slashing or bludgeoning of your choice.
- Storm Blast
At level 20, once per long rest, you fall to your knees and black clouds start to gather and swirl above you. Little lightning bolts start jumping across your skin, your eyes go bright white, and the clouds turn into a huge swirling mass of black (3 mile in diameter) above you. A huge pillar of lightning (15ft in diameter) strikes you with a torrent of energy, and the lightning arcs out to all enemies within range. They must succeed on a DC 30 constitution saving throw, taking 20d12 Lightning Damage on a failed save and half as much on a successful one.
Flash of Lightning
This archetype is for those whose fighting style is more about speed and agility than just brute force.
- Thunder Leap
From 3rd level you may use your action to leap or jump through the air for 30 feet upwards, 30 feet straight, or 30 feet diagonally, trailing lightning as you travel, before bringing your weapon down in a crashing thunder clap. You then make one attack on the target. On a hit, add 2d6 thunder damage to the attack. At 10th level, this damage dice changes from d6 to d8, and at 16th level increases to d10. Enemies can attempt an opportunity attack during the jump, but do so at disadvantage. You do not suffer fall damage from this move. You may use this a number of times equal to half your strength modifier (rounded down).
You are so fast even enemies running from you can't escape. Starting 3rd level, creatures provoke opportunity attacks from you even if they take the disengage action before leaving your reach.
- Dash Catch
Starting 6th level, you are a master, a gatekeeper of speed. You have advantage in opportunity attack rolls against creatures who are dashing. If you successfully land an opportunity attack, you gain an additional 20 feet of movement speed on your next turn.
At level 11, You gain 30 feet of fly speed for turns equal your Charisma modifier. If the feature duration ends while you are in midair, you start falling immediately at the end of the last turn and take falling damage as normal. This feature requires you to use a second level spell slot to use.
You also gain an additional permanent 10 feet to your movement speed.
- Sky Strike
Starting 15th level, you are a true aerial master. So long as you are airborne, ranged nonmagical weapon attacks roll with disadvantage against you. Additionally, if a creature should enter melee range of you while you are in midair, you may use your reaction to make an opportunity attack.
At 15th level, you gain flying speed equal to your current walking speed whenever you are not underground or indoors. If you already have a flying speed, increase it by 20ft.
- Zap Charge
Starting 20th level, if you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes extra damage equal to your proficiency bonus. You can then increase your movement speed by 5 (stacking) for the next hour.
Blast of Winds
This archetype is for those who are looking for a more supportive role in combat or who also want a healing option in their campaign.
- Aspect of Tempest
Starting at 3rd level, if a spell or ranged attack that does lightning damage targets a creature within 60 feet of you, you may use your reaction to shield the target from the attack. The spell or attack automatically strikes you, though you may make saving throws to resist negative effects as normal.
- Healing Surge
At 6th Level, you may expend one 1st level spell slot to send a wave of electricity though the ground in a 30 foot radius to heal all allies for 3d6 hit points, plus your Charisma modifier.
Starting 11th level, you can effectively sense the intentions of enemies via the electricity coursing in them. Like a polygraph, you can sense their bodily fluxes if they try to lie or tense to attack. You gain proficiency in the Insight skill. Additionally, you have the option to gain the following.
- Preemption: By expending one 2nd level spell slot, you're able to sense what your opponent is going to do next via the electricity coming from their body, granting you +2 to your AC until the end of your next turn. This takes one action to accomplish.
- 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.
- Lightning Surgeon
At 15th level, as an action, you may expend 4 shock points. To end one condition on yourself or on one willing creature that you touch. During a long rest, you can use holy lightning from your tips of your fingers, to heal a creature for 2d10 + Charisma modifier of hit points.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a Long Rest.
- Healer's Retribution
At 20th level, You recall the memories of your loved ones, sacrificing all of your power to ensure you that you can bring them back with a sudden and powerful bolts of lightning. As an action, you can expend all of your shock points to strike multiple dead creatures or allies, resurrecting them equal to your Charisma modifier. Restoring their number of hit points by 2d20 + your Charisma modifier. While giving them additional temporary equal to your Charisma modifier + Storm Razer level.
Coverage of Clouds
This archetype is for those who wish to dive into the arcane element of their lightning, focusing more on channeling the storm than physical combat
- Windy Body
Starting 3rd level, you no longer need to breathe as long as you are not submerged underwater. You also cannot be moved against your will.
Starting 6th level, you can concentrate to intensify the powers of your electric attacks. You may spend an hour concentrating and imbuing your will into the natural forces which fuel your storm-like power. For one hour, you add a number of d6 equal to half of your Charisma modifier (rounded up) to your magical spell attacks. You must finish a long rest before using this feature again.
- Summon Air Elemental
At 11th level, you can use an action to cast conjure elemental (the DM should have the statistics) to summon an Air Elemental only without using a spell slot. The conjured elemental does not require concentration to maintain, but is otherwise controlled by the Storm Razer and rolls its own initiative. You can create multiple Air Elementals equal to your Dexterity modifier.
- Cyclone Blast
At 15th level, as an action, you may create a huge blast of wind and lightning in a 30ft cone. All creatures within range of you cyclone blast must make a Constitution saving throw DC (8 + your Proficiency Bonus + your Constitution modifier) On a failed save, you deal 3d8 + Charisma modifier of lightning and an extra 2d10 slashing damage. If successful, in which they will take half damage. You may use this a number of times equal to your charisma modifier. They refresh after a Long Rest.
- 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.
Storm Razer Spell List
You know all of the spells on the basic Storm Razer spell list and additional spells based on your subclass.
- Cantrips (0th level)
- booming blade
- dancing lights
- lightning lure
- minor illusion
- ray of frost
- shape water
- shocking grasp
- 1st Level
- absorb Elements
- chaos bolt
- 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
- dragon's breath
- 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
- glyph of warding
- 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
- destructive wave
- insect plague
- teleportation circle
- wave of obliteration
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.
Credit to whoever wrote the Stormbreaker and Storm Knight classes. Whoever you are, you helped me create my first homebrewed class and I greatly appreciate it.