Storm Reincarnation (5e Class)

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Storm Reincarnation[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.

Stormborn Children[edit]

Storm reincarnation are individuals who have been born from the storm, usually on places in the material plane that for some reason border the Plane of Storm, or that have been graced directly by the Tempest God, although there are other ways for these creatures to appear. Some have been purposefully created by storm mages that infused newborn babies with the power of storm, training them to control this power, and some have been survivors of the power of storm, usually those who endured magical storms or lightning and thunder magic.

These children learned from young age how the power of storm modified their bodies, making them faster, more agile, and capable of manipulating the nature of tempests. They can make their screams as loud as thunder and make electricity to spark from their fingertips, and the most powerful of them can fire devastating thunderbolts from their hands. Through training, they can cover their bodies in electricity, creating electrical constructs that take the form of weaponry made of pure energy.

Creating a Storm Reincarnation[edit]

When creating a Storm Reincarnation, ask yourself first how did you got your powers? Are you a genasi, born of lightning and thunder, or have you been granted this powers by the grace of the Tempest God? Did you gain your powers from birth, or after adulthood, by either luck or pursuit? Are your powers raw or did you train your skills with them?

Quick Build

You can make a Storm Reincarnation quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence or Constitution depending on whether you want to play from a strategist or tank standpoint.

Class Features

As a Storm Reincarnation you gain the following class features.

Hit Points

Hit Dice: 1d8 per Storm Reincarnation level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Storm Reincarnation level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple Weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Animal Handling, Arcana, Athletics, Insight, Intimidation, Nature, Perception, and Survival.

Equipment

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

Table: The Storm Reincarnation

Level Proficiency
Bonus
Features Cantrips Known Spell Known Charges Charge Limit
1st +2 Accelerated Body, Storm Casting 2 2 4 2
2nd +2 Tempest Armaments (Storm Gauntlets) 2 3 4 2
3rd +2 Storm Path 2 4 6 2
4th +2 Ability Score Improvement 3 5 6 2
5th +3 Extra Attack,Tempest Armaments (Storm Boots) 3 6 14 3
6th +3 Path Feature 3 7 14 3
7th +3 Storm Resistance 3 8 17 3
8th +3 Ability Score Improvement 3 9 17 3
9th +4 Tempest Armaments (Tempest Armor) 3 10 27 5
10th +4 Path Feature 4 11 27 5
11th +4 Drain Lightning 4 12 32 5
12th +4 Ability Score Improvement 4 12 32 5
13th +5 Lightning Projection 4 13 38 6
14th +5 Will of the Storm 4 13 38 6
15th +5 Path Feature 4 14 44 6
16th +5 Ability Score Improvement 4 14 44 6
17th +6 Lightning Dash, Tempest Armaments (2) 4 15 57 7
18th +6 Lightning Lord 4 15 57 7
19th +6 Ability Score Improvement 4 15 64 7
20th +6 Canalize Lightning Deity 4 15 64 7

Accelerated Body[edit]

Starting at 1st level, you move so fast that you can use your Dexterity, instead of Strength, when making attack rolls with melee weapons and unarmed strikes.

Storm Casting[edit]

Storm Reincarnation are capable of channeling the power of the storms to cast spells. At 1st level, you gain the ability to use magic.

Cantrips

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

Charges

You have an internal reservoir of energy that can be devoted to the spells you know. This energy is represented by charges points. The number of charges you have is based on your Storm Reincarnation level, as shown in the Charges column of the Storm Reincarnation table. The number shown for your level is your charges maximum. Your charges total returns to its maximum when you finish a long rest. The number of charges you have can’t go below 0 or over your maximum.

Each spell cost an amount of charges points, depending on its level, as shown in the Charges Cost table bellow:

Charges Cost Table
Spell Level Charges Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Charge Limit

There is a limit on the number of charges you can spend to cast a spell. The limit is based on your Storm Reincarnation level, as shown in the Charge Limit column of the Storm Reincarnation table. For example, as a 3rd-level Storm Reincarnation, you can't cast spells higher than 1st-level spells, no matter how many charges you have.

Spells Known of 1st Level and Higher

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

The Spells Known column of the Storm Reincarnation table shows when you learn more Storm Reincarnation 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 Reincarnation spells you know and replace it with another spell from the Storm Reincarnation spell list, which also must be of a level for which you have spell slots.

Storm Casting Ability

Intelligence is your storm casting ability for your Storm Reincarnation spells. You use your Intelligence modifier when setting the saving throw DC for a spell or when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Storm Casting Focus

You can use an arcane focus as a spellcasting focus for your Storm Reincarnation spells.

Tempest Armaments[edit]

At 2nd level, you can use your charges to conjure on your body weaponry made out of pure tempest energy.

While your weaponry is summoned, you can't concentrate in spells (but can still cast them). In addition, if you know more than one weaponry, you can summon both of them at once, as part of the same Bonus Action.

For example, at 5th level you can conjure the Storm Gauntlet and the Storm Boots using a single Bonus Action. You are not constrained by the Charge Limit when conjuring your armaments.

Finally, you can conjure each armament you have once, without spending Charges, being unable to do so again until you finish a long rest. You can do it once more at 17th level.

Storm Gauntlet

You can spend 2 charges as a bonus action to conjure a pair of lightning gauntlets on your hands, that last for 1 minute. The gauntlets are melee light weapons, that cause 1d6 lightning damage on a hit, and you can use your Wisdom modifier, rather than Dexterity, for attacks and damage rolls with it.

When you hit a creature with the gauntlet, the target takes additional 1d4 thunder damage. Once, before the duration ends, you can force a creature hit by an attack with the gauntlet to make a Constitution save. On a failed save, the target is stunned until the end of your next turn, and the gauntlets disappear.

Thunder Boots (5th level)

You can spend 3 charges as a bonus action to conjure a pair of lightning boots on your feet, that last for 1 minute. For the duration, you can walk on walls, ceilings, or over the surface of the water, and your movement speed increase by 30 feet and your jump and height speed double.

Tempest Armor (9th level)

You can spend 6 charges as a bonus action to conjure an armor of pure lightning and storm energy around your body. For 1 minute, you gain the following benefits:

  • Your movement speed increases by 10 feet.
  • Whenever you hit a creature with an attack, you cause 1d6 lightning damage to that creature.
  • Whenever a creature within 5 feet causes damage or touches you, that creature takes 1d6 lightning damage.
  • You are immune to lightning or thunder.

Storm Path[edit]

At 3rd level, you can choose a Amethyst Lightning or Golden Lightning subclass. You gain a resource at 3rd level by taking this subclass, and you gain additional resources at 6th, 10th, and 15th level. And set a color for all your abilities related to lightning or thunder that were once blue.

Ability Score Increase[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]

Starting at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn.

You can also replace one of the attacks for the casting of a Storm Reincarnation cantrip.

Storm Resistance[edit]

Starting at 7th level, your connection to elemental lightning is beginning to affect your physiology. You gain resistance to thunder and lightning damage.

Drain Lightning[edit]

At 11th level, when you are at half your maximum hit points or less, you can use a reaction whenever you take lightning or thunder damage to recover hit points equal to the damage you would've taken, up to a maximum equal to half your hit point maximum.

Alternatively, you can use this reaction to absorb that lightning. Until the end of your next turn, you can use an action to use that ability.

Lightning Projection[edit]

At 13th level, you can forgo an attack or use a Bonus Action and spend 2 charges to hurl a lightning beam against a creature within 120 feet. Your target must succeed on a Dexterity saving throw or take 2d8 lightning damage. A target within 15 feet is instantly hit.

A creature hit by lightning projection is marked by you until the end of your next turn. When you hit a marked creature with a melee weapon attack, you cause additional 1d6 lightning damage to it, dispelling the mark. The same creature can receive more than one mark.

Will of the Storm[edit]

Starting at 14th level, you may wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can deal maximum damage.

If you use a spell or ability that causes lightning or thunder damage to multiple targets, you must choose one target to take the maximum damage.

You can use this feature a number of times equal to your Wisdom modifier, and regain uses after finishing a long rest.

When you use Drain Lightning, you can also choose to recover 1 use of this feature, instead of applying the other effects.

Lightning Dash[edit]

At 17th level, when you take the Dash action, you can spend 7 charges to accelerate your muscles and brain to move at high speed and make attacks while moving. Your movement doesn't provoke opportunity attacks during this Dash.

Whenever you move within 5 feet of a hostile creature, you can make a melee weapon attack against that creature, causing additional 1d10 lightning damage. The maximum number of attacks you can make during this Dash equals your Intelligence modifier + your Dexterity modifier.

Lightning Lord[edit]

At 18th level, you become a Storm Lord. Your control over thunder and lightning is absolute and so destructive that you lightning and thunder damage is not halved by resistance, and cause half damage on immune creatures.

Canalize Lightning Deity[edit]

At 20th level, you can, as an action, you drop to your knees, as lightning sparks from your yes. If you are outdoors, dark clouds begin to form and swirl above you and extending for up to 1 mile. For 1 minute, you gain the following benefits:

  • At the end of your turn, a pillar of lightning with 30-foot radius and 40 feet height falls from the sky and hits you and all creatures in the area. Any creature in the area takes 10d6 lightning damage and 10d6 thunder damage on a failed Constitution saving throw, or half as much on a success.
  • Strong winds blow around you, forcing hostile creatures attempting to approach you to spend 2 feet of movement (or 4 feet for flying creatures) for each 1 feet they intend to move. You also gain a flying speed equal to your movement speed for the duration.
  • You can take a bonus action to conjure your Armaments without spending charges to do so. While the tree armaments are conjured, you are immune to thunder and lightning damage.

Gas or vapor within 30 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.

After channeling this power, you can't do so again until you finish a long rest.

Storm Paths[edit]

Amethyst Lightning[edit]

This archetype is for those who wish to dive into the their lightning's arcane element ,focusing more on canalising the storm than physical combat

Intensify

Starting 3rd level, you can boost your physical prowess by canalising the electric force inside to your limbs. When you make a melee attack, you can add your Intelligence modifier to the result of the attack. You also add your Intelligence modifier to the damage on a hit.

You can use this feature a number of times equal to your Intelligence modifier, regaining the ability to do so after finishing a short or long rest. You can also regain one use of this feature using a bonus action by spending 1 charge.

Thunder Leap

From 6th 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. Opportunity attacks against you when you use this movement have disadvantage, and you don't take fall damage.

If you end your movement within 5 feet of a hostile creature, you can attack that creature. On a hit, you cause additional 2d6 thunder damage to the target.

Thunderbolt Strike

At 10th 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.

In addition, you gain the ability to infuse your weapon strikes with the energy of a raging tempest. Whenever you use use a spell or ability that spends your Charges, you cause additional damage with your attacks until the start of your next turn. The additional damage depend on the amount of charges spent: 1d4 (2 charges), 1d6 (3 charges), 1d8 (5 charges), 1d10 (6 charges), 1d12 (7+ charges).

Disintegration

Beginning at 15th level, whenever you cause lightning damage, you can choose to cause force damage instead, and reducing a target to 0 hit points with this force damage disintegrates the target.

In addition, you can cast disintegrate once, without spending spell slots. You can't do it again until you finish a long rest.

Golden Lightning[edit]

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.

Healing Surge

At 3rd Level, you can send a wave of electricity though the ground in a 30 foot radius to heal your allies. You gain a pool of dice, that are d8s, equal to your Storm Reincarnation level.

As an Action, you can spend one or more dice in each creature in the area, restoring hit points to that creature equal to the dice rolled for it. For example, at 3rd level, you could restore 1d8 hit points to three creatures, 3d8 to a single creature or any combination of your choice.

Alternatively, you can cause lightning damage to creatures in the area equal to 1d8 per die spent.

Your dice poll is recovered after a short or a long rest. You can also spend any amount of charges up to your maximum to regain 1 dice per point spent, using a bonus action.

Aspect of Tempest

Starting at 6th 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.

In addition, at the end of your turn, you gain temporary hit points equal to the amount of charges spent since your last turn.

Cyclone Blast

At 10th level, as an Action, you may create a huge blast of wind and lightning in a 30 foot cone. All creatures within range of you cyclone blast must make a Constitution saving throw against your spell save DC. A creature takes 3d8 + your Intelligence modifier bludgeoning damage, and lightning damage equal to your Storm Reborn level on a failed save, or half as much on a success.

Any unprotected flame in the area is snuffed out, and creatures that fail the save and objects are pushed 10 feet back and knocked prone.

Once you use this feature, you can't use it again until you finish a short or a long rest.

Summon Air Elemental

At 15th level, you can use an action to cast conjure elemental to conjure an Air Elemental, without spending spell slots or material components. The elemental is summoned for 1 minute, and does not require concentration.

Once you use this feature, you can't do it again until you finish a long rest, unless you spend 7 charges to do so again.

Storm Reincarnation Spell List[edit]

1st Level
2nd Level
3rd Level
4th Level
5th Level

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Storm Reincarnation class, you must meet these prerequisites: Dexterity and Constitution 13.

Proficiencies. When you multiclass into the Storm Reincarnation class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons.

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