Storm Sword (5e Subclass)

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Storm Sword[edit]

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Source [1]

Fighter Subclass

Very few things are more potent that the lightning that rides the skies during a storm. It is fast, deadly, beautiful, forceful and more powerful than most can comprehend. For this reason, a select few warriors attempt to channel the power of lightning through their own bodies and blades to emulate the characteristics of lighting. Though very few succeed, those who master this form of combat are true storms in their own right. They hit fast, hit hard, and are nigh on untouchable themselves without severe backlash.

Storm Sword Spellcasting Table
Fighter
Level
Spell
Level
Spells
Slots
3rd 1st 2
7th 2nd 4
13th 3rd 6
19th 4th 8

Storm Spellcaster[edit]

Starting at 3rd level, your channeling of lightning allows you to cast spells.

Cantrips[edit]

You learn two cantrips: shocking bolt and lighting lure. You may cast these spells as a bonus action, and you may add your spellcasting modifier to the damage rolls of these cantrips.

Spell Slots[edit]

The Storm Sword Spellcasting table shows how many spell slots you have to cast your spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest. Alternatively, you may expend a use of your second wind class feature to regain a number of spell slots equal to half your proficiency bonus (rounded up).

For example, when you are 13th level, you have six 3rd-level spell slots. To cast the 1st-level spell lightning spear, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spellcasting Ability[edit]

Constitution is your spellcasting ability for your spells, due to the nature of your magic requiring you to channel lightning through your body. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Constitution modifier

Spells Known of 1st Level and Higher[edit]

You learn spells based on your Fighter Level. Storm Swords all learn the same spells, as all of their magics channel the power of lightning.

Storm Sword Spell List
Fighter Level Spells known
3rd Level lightning spear
7th Level ball lightning
13th Level lightning bolt
19th Level lightning strike

Storm Sword[edit]

At 3rd level, when you finish a long rest, you can channel lightning through a non-sentient, non-artifact weapon (or weapons) of your choice, turning it into your Storm Weapon. Your Storm Weapon gains the following benefits:

  • The weapon deals an additional 1d4 lightning damage. This increases to 1d6 at 7th level, 1d8 at 10th level, 1d10 at 15th level and 1d12 at 18th level.
  • You cannot be disarmed of this weapon unless you are incapacitated.
  • You may use your weapon as a spellcasting focus for your Storm Sword spells. When casting spells in this way, you do not require material components to cast your Storm Sword spells, even if the material has a gold cost.
  • You can summon or dismiss the weapon(s) as a bonus action.
  • Any creature other than you that touches the weapon takes the weapon's additional lightning damage, then must make a Constitution saving throw. On a failed save, they drop the weapon.

You may have a maximum of two Storm Weapons. If you attempt to channel lightning through another weapon, your oldest Storm Weapon loses these properties, reappearing at your feet if it was dismissed.

Flashbolt[edit]

At 7th level, you have learned to use the speed of lightning to get yourself out of harm's way. When you are hit by an attack, you may choose to expend a spell slot as a reaction to make a Constitution saving throw. The DC for this save is equal to the creature's attack roll. On a fail, you take the damage.

On a success, you take no damage from the attack as you vanish in a flash of lightning. You may then move up to half your maximum movement speed (rounded up) to any unoccupied space you can see. Any creature you move through the space of, as well as the creature who missed the initial attack; must make a Constitution saving throw. On a fail, they take a number of damage dice equal to your proficiency bonus, or half as much on a success.

The size of the damage dice is equal to that of the additional lighting damage dealt by your Storm Weapon, and increases as you gain levels in this class.

Potent Lightning[edit]

Also at 7th level, you gain resistance lightning damage, and your Storm Weapons and Storm Sword Spells ignore resistance to lightning damage. If you are already resistant to lightning damage, you become immune.

Storm Conduit[edit]

At 10th level, you gain the ability to channel lightning to increase your own speed even further. You add your Constitution modifier to Dexterity saving throws and initative checks.

Bolt Blessing[edit]

At 15th level, you gain the ability to supercharge your already potent lighting. As long as there is at least 10 ft. above you, you may use your bonus action to expend spell slot to call down lightning upon yourself. For a number of rounds equal to your Constitution modifier, you gain the following benefits:

  • You add half your Constitution modifier (rounded up) to your AC. If you are wearing metal armor, this increases to your full Constitution modifier.
  • You gain resistance to bludgeoning, slashing and piercing damage, and immunity to lightning damage. If you are already immune to lightning damage, you regain hit points instead of losing them when you take lightning damage. The ammount of hit points gained is equal to the lightning damage dealt.
  • Creatures who start their turn within 5 feet of you take a number of lighting damage equal to your Constitution modifier.

Fatal Storm[edit]

At 18th level, you have mastered the storm within you. Your Bolt Blessing feature lasts until you dismiss it.

In addition, when you deal lightning damage to a living creature, you gain temporary hit points equal to the lightning damage dealt. These hit points do not stack. If you gain a larger number of temporary hit points than you have already gained from this feature, you may replace the old stack with the newly gained total.

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