Storm Titan (5e Class)

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Storm Titan[edit]

Created through various perilous ways a storm titan is a marvel of nature commanding the elements of a storm, growing to colossal sizes, and possessing dominating strength. Those lucky enough to survive becoming a storm titan are not to be trifled with as they can be known to have monstrous tempers and and amplified abilities during so as they let loose their inner fury.

Whether it be for the protection of nature, the destruction of those in your path, or simply as a way to be one with nature as a storm titan you’re never one to lose in a contest of strength or endurance drawing out power and employing versatile abilities to mold the world are you.

Molded Legends[edit]

Brought about by, usually either genius mad scientist or cults with foundations older than most civilizations, conducing an experiment or ritual to bring one closer to the greatness of the colossal titans that walked the earth. Through painstaking preservation you have been blessed or cursed with the blood of a storm lord which caries the properties of a raging storm inside it and the physique of a storm giant which posses legendary resilience and strength. Due to the sheer raw power contained within these creatures, steps have been meticulously taken to ensure the survival of the recipient.

Genetically altering the recipient’s physique with multiple mutations bolstering the recipient’s body to the limit before repeated attempts of merging the physique a storm giant’s, unimaginably painful and violent this process takes time and cruel anguish as the recipient is broken down and built back up again and integrated with the storm giant on a molecular level. Those that survive the process of gaining the physique of a storm giant are then immediately forced to endure another series of painstaking mutations, this time targeting the cardiovascular system as the recipients body is now able to potentially house the mythical ability of the storm lords without it completely obliterating them.

Through the process of gathering large amounts of water and air elements and smelting them down to essence the recipient is injected with rounds of controlled doses until stable enough to receive the blood of the storm lords themselves. After several repeated attempts at this process very few are able to live to, but those that do become living legends beyond their foundations becoming a storm titan. Storm titan’s have blood that contains a constant raging storm capable of manipulating the elements and whose body becomes capable of demonstrating marvelous feats of strength and increasing size to rival that of the storm giants.

Creating a Storm Titan[edit]

Quick Build

You can make a Storm Titan quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution or Strength. Second, choose the Soldier or Mercenary Veteran background. Third, choose a longsword or battleaxe with a shield, two handaxes, and an explorer’s pack.

Class Features

As a Storm Titan you gain the following class features.

Hit Points

Hit Dice: 1d12 per Storm Titan level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Storm Titan level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Insight, Intimidation, Nature, Perception, and Survival

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) two handaxes or (b) four javelins
  • an explorer’s pack
  • If you are using starting wealth, you have 2d4x10 in funds.

Table: The Storm Titan

Level Proficiency
Bonus
Features Rages Rage Damage
1st +2 Stormforged Weaponry, Giant’s Strength 2 +2
2nd +2 Rage, Storm’s Embrace 2 +2
3rd +2 Storm’s Wrath 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack 3 +2
6th +3 New Heights, Stormforged Weaponry 4 +2
7th +3 Lethal Lightning 4 +2
8th +3 Ability Score Improvement, Melded Monsoon 4 +2
9th +4 Thunderous Authority 4 +3
10th +4 Jötunn, New Heights 4 +3
11th +4 Storm’s Embrace 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 5 +3
14th +5 Storm Cloud 5 +3
15th +5 Zephyr Ward 5 +3
16th +5 Ability Score Improvement, Storm Cloud 5 +4
17th +6 6 +4
18th +6 Tempest 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Symbiotic Storm Unlimited +4

Some of your features in this class requires your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Storm Titan save DC = 8 + your proficiency bonus + your Wisdom modifier

Stormforged Weaponry[edit]

At 1st level, you can begin to call out the latent unending storm surging up inside you pouring that energy into your weapon. Your melee weapon attacks deal an additional 1d4 lightning damage. This damage increases to 1d6 at 6th level.

Giant’s Strength[edit]

Also at 1st level, the physique of the storm giant you posses allows you to do once difficult feats of strength with ease. You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. Additionally you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Rage[edit]

The blood of the violent storm lord inside you has begun to effect you mentally sending you into an almost primal rage. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a storm titan, as shown in the Rage Damage column of the Storm Titan table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging as the storm in your blood wracks through your system.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, additionally if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then you lose 1d12 Hit Points as the storm inside you violently rages even beyond your control. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Storm Titan table, you must finish a long rest before you can rage again.

Storm’s Embrace[edit]

Also at 2nd level, the storm inside your blood has started to perfuse and swell gathering ferocity beginning to collide with your storm giant physique manifesting in the following ways:

  • While you are not wearing any armor the storm inside your pours more freely out of you in times of need bolstering your defense, your armor class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.
  • The constant swirling storm inside you has begin to become natural to your body granting you resilience to the elements. You gain resistance to lightning and thunder damage.
  • You’re able to pour the gathering lightning inside you out assaulting your foes. When you take the Attack action on your turn, you can replace one of your attacks with a surge of lightning emitting from your weapon or free hand. Make a ranged attack roll targeting a creature within 60 feet using your Wisdom modifier, dealing 1d10 lightning damage. This damage increases to 2d10 at 11th level.

Storm’s Wrath[edit]

At 3rd level, the blood boiling inside you as you rage has begun to stimulate the storm inside you agitating it to the point of manifesting and crackling fourth from your body enveloping you and taking shape in a form of your choosing. While raging, you have a bonus to the lightning damage you deal from the Stormforged Weaponry and Storm’s Embrace feature equal to your Wisdom modifier. Additionally whenever a creature within 10 feet of you hits you with an attack they take lightning damage equal to your Wisdom modifier.

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 can attack twice, instead of once, whenever you take the Attack action on your turn.

New Heights[edit]

At 6th level, due to the constant exposure of your storm giant physique to the boiling storm lord blood and storm inside you have unlocked the ability to mutate your body into a more powerful version of itself growing closer to a real giant. As an action or as part of the bonus action to enter rage you magically transform gaining the following benefits, which last for 1 hour or until dismissed as a bonus action:

  • Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category - from Medium to Large, for example. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available. Everything your wearing and carrying changes size with you. Any item dropped by you returns to normal size at once as it’s outside your control.
  • You gain temporary hit points equal to (5 + Constitution modifier) x storm titan level until you exit this form.
  • You can ignore the two-handed property and versatile weapons count as if being wielded by two hands even in one.

Once this transformation ends you may not transform again using this feature for 1 minute. Once you have used this feature twice you must finish a long rest before you can use this feature again. This increase to three uses before needing a long rest at 10th level.

Lethal Lightning[edit]

Starting at 7th level, the raging storm inside you has begun to brew and fester inside you becoming lethal even to those familiar with its wrath. Lightning damage that you deal using a storm titan class feature ignores resistance to lightning damage, and a creature with immunity to lightning damage is treated as having resistance.

Melded Monsoon[edit]

At 8th level as a result of familiarizing yourself inside and out with the power of the two entities melded into you, you’re able to draw out dormant characteristics gaining the following features:

  • You’re able to cast the Gust, Lightning Lure, Shape Water, and Thunderclap cantrip using your Wisdom as your spellcasting ability modifier.
  • You can breathe air and water.
  • You gain a swimming speed equal to your walking speed.

Thunderous Authority[edit]

Beginning at 9th level, your ability to command yourself past your limits during your rage merging together the two powerful entities inside you have produced a unique mutation/boon to control the hearts of others with your mighty bellow. This powerful beguiling shout manifests in the following two ways while raging:

  • As an action on your turn you can bellow out a vicious decree of battle challenging all creatures you choose within a 30-foot cone originating from you stoking a primal rage into their hearts. Every creature chosen must make a Charisma saving throw. On a successful save, nothing happens as the creature shakes free from its rage. On a failed save, they must use their reaction to move their speed towards you and for 1 minute they have disadvantage on attacks against anyone other than you. Any affected creatures can remake their save each time they take damage from a source other than you. A creature immune to the charmed condition or incapable of hearing you is immune to this bellow. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this bellow for the next 24 hours.
  • As an action on your turn you can let out a horrific bellow enforcing your presence attempting to terrify all creatures you chose within a 30-foot cone instilling an almost instinctual level of fear. All chosen creatures must make a Wisdom saving throw. On a successful save, nothing happens as the creature regains its composure. On a failed save, they become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature incapable of hearing you is immune to this bellow. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this bellow for the next 24 hours.

You may use this feature a number of times equal to your Wisdom modifier and regain all uses upon finishing a long rest.

Jötunn[edit]

Starting at 10th level, as you garner more experience mutating your structure to best fit your blood you unlock the ability to further stretch and manipulate your body into the perfect host. While transformed under the New Heights feature you gain the following additional abilities:

  • Your body is able to expand even further quadrupling in size instead of doubling. This growth multiplies your weight by twelve and increases your size by two categories - from Medium to Huge, for example.
  • You gain a bonus to Strength checks and Strength saving throws equal to your Constitution modifier.
  • You have advantage on Constitution checks and Constitution saving throws.

Storm Cloud[edit]

Beginning at 14th level, your command over the storm inside you has allowed you to manipulate and craft the elements around you molding together a tiny storm cloud in which to rain down a chaotic maelstrom upon those unfortunate enough to be caught underneath, you are immune to the effects of this feature. As an action on your turn you may conjure forth a 2-foot-radius storm cloud that spreads around corners. As a bonus action on your turn you’re able to move the cloud up to 30 feet, command it to follow you using all its movement to remain within 5 feet of you, or expand/shrink the cloud from a 2-foot-radius to a 30-foot-radius. The cloud remains for 4 hours or until it’s dismissed as a bonus action or becomes farther than 100 feet from you. Additionally you can excite the storm cloud unleashing various effects upon those directly underneath the radius of the cloud. As a reaction while your storm cloud is summoned you can roll a d8 and subject the following effects to creatures and objects directly underneath the storm:

  • 1-2: The storm cloud lets out a deafening thunder booming down at each creature in the radius under the cloud. These creatures must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and becomes deafened until the beginning of your next turn. On a successful save, a creature takes half as much damage and isn’t deafened. A creature that is incapable of hearing is immune to this effect.
  • 3-4: Until the start of your next turn the area under the cloud becomes becomes blanketed by heavy sleet and hail becoming lightly obscured. When a creature enters the area under the storm cloud for the first time on a turn or starts its turn there takes 2d6 cold damage.
  • 5-6: The storm cloud lets out a wicked bolt of lightning targeting a creature under the radius of the cloud. The creature must make a Dexterity saving throw. On a failed save, a creature takes 3d10 lightning damage. On a successful save, a creature takes half as much damage.
  • 7-8: Until the start of your next turn the area under the storm cloud becomes caught in a storm raining down strong rains and harsh winds. Creatures inside the area of the storm or making ranged weapon or spell attacks through the storm do so with disadvantage. The tempest extinguishes open flames, disperses fog, and counts as difficult terrain.

Once you have used this feature you must finish a long rest before you can use this feature again. This increase to two uses before needing a long rest at 16th level.

Zephyr Ward[edit]

Beginning at 15th level, your command over the winds has begun to show as your able to manipulate it for your own whims as well as to the aid of your companions granting them a special ward to become one with the breeze. You have a flying speed equal to your current walking speed in a place where wind can reach. As an action on your turn you may have the winds wrap around a number of target creatures or objects equal to your proficiency modifier granting them a magical ward. A creature under the effects of this feature gains a flying speed of 30 feet and are immune to the effects of storm titan class features besides this one as long as they are within 120 feet of you and in a place where wind can reach. As a bonus action on your turn you may move any number of objects effected by this feature a number of feet equal to your current walking speed as if they had flying. Additionally, creatures and objects retain this ward for one hour or until dismissed as a bonus action and requires concentration as if concentrating on a spell. You may use this feature a number of times equal to your Constitution modifier and regain all uses upon finishing a long rest.

Tempest[edit]

Beginning at 18th level, you’re able to exert the storm cloud produced by your Storm Cloud feature turning it into a colossal tempest loosely under your control though still granting you immunity from this feature . Once per day, as a bonus action on your turn you may have your storm cloud appear directly over you rolling into darker and darker clouds until it becomes a 100-foot-radius pitch black maelstrom of rumbling clouds. The tempest is centered on you and moves with you. If there isn't enough room for the tempest to spread it attains the maximum possible size in the space available, spreading around corners. Additionally your reactions are bolstered in the following ways:

  • 1-2: The tempest lets out a blinding flash of lightning and a deafening roar of thunder. Chose a point in an area underneath the tempest’s radius, each creature in a 30-foot-radius of the point chosen must make a Constitution saving throw. On a failed save, a creature takes 3d8 thunder damage and becomes blinded and deafened until the beginning of your next turn. On a successful save, a creature takes half as much damage and isn’t blinded or deafened. A creature that is incapable of hearing is immune thunder damage or to being deafened by this feature. A creature that is incapable of seeing the lightning flash is immune to be blinded by this feature.
  • 3-4: The tempest unleashes a blizzard launching down snow, hail, and sleet in a point underneath the tempest’s radius until the start of your next turn. When a creature enters within a 30-foot-radius of the point chosen for the first time on a turn or starts its turn there it takes 4d6 cold damage creature, and must make a Dexterity saving throw. On a failed save, it falls prone.
  • 5-6: The tempest unleashes a series of lightning bolts raining down in a point underneath the tempest’s radius. Each creature within 30-foot-radius of the point chosen must make a Dexterity saving throw. On a failed save, a creature takes 4d10 lightning damage. On a successful save, a creature takes half as much damage.
  • 7-8: The tempest plummets down endless torrents of rain and fierce gales in a point underneath the tempest’s radius until the start of your next turn. Each creature within a 30-foot-radius of the point chosen have disadvantage on making Wisdom(Perception) checks based on sight and hearing, or making ranged weapon and spell attacks through/inside the tempest. The tempest extinguishes open flames, disperses fog, and counts as difficult terrain. A flying creature in the tempest must land at the end of its turn or fall. Each creature that starts its turn within the 30-foot-radius around the point must make a Strength saving throw. On a failed save, a creature is pushed 20 feet away in a direction of your choosing. On a successful save, the creature is not pushed.

Symbiotic Storm[edit]

At 20th level, you have perfect control over your storm lord and storm giant powers to the point of assimilation bolstering you beyond your limits. Whenever you are transformed under the effects of the New Heights feature you can no longer lose concentration on your Zephyr Ward feature even while raging, and whenever you use your reaction to use the Storm Cloud or Tempest feature you may choose which number instead of rolling.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Storm Titan class, you must meet these prerequisites:Constitution modifier 16, a 13th level Artificer or 7th level spellcaster.

Proficiencies. When you multiclass into the Storm Titan class, you gain the following proficiencies:Simple weapons, martial weapons, light armor, medium armor, and shields.

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