Storm Touched (5e Class)

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Storm Touched[edit]

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"I am one with my weapon.

Warriors who are imbued with the powers of an elder elemental being and beings of fate manifested, a storm Touched knows they are set apart from the world, and that their fate is one of greatness. These magical warriors are capable of channeling their magic through their weapons and unleashing the terror of the storm. Many tend to be arrogant, and self righteous believing in their superiority over others. Some search for their unknown destiny, while others wait for their fate to be revealed. Most of all they share a connection that makes the earth shake, and air tremble with power.

Class Features

As a Storm Touched you gain the following class features.

Hit Points

Hit Dice: 1d10 per Storm Touched level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Storm Touched level after 1st

Proficiencies

Armor: All Armour
Weapons: Simple and Martial Weapons
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Acrobatics, Arcana, Athletics, History, Deception, Intimidation, and Persuasion

Equipment

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

  • (a) two martial melee weapons or (b) a longbow and 20 arrows
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • leather armor and two daggers

Table: The Storm Touched

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Weapon Bond 4 2 2
2nd +2 Fighting Style, Thunderous Rebuke (2d6) 4 3 3
3rd +2 Storm Touched 4 4 4 2
4th +2 Ability Score Improvement, Storm Wave 5 5 4 3
5th +3 Thunderous Rebuke (3d6) 5 6 4 3 2
6th +3 Extra Attack, Storm Guide 5 7 4 3 3
7th +3 5 8 4 3 3 1
8th +3 Ability Score Improvement 5 9 4 3 3 2
9th +4 Thunderous Rebuke (4d6) 5 10 4 3 3 3 1
10th +4 Call of Elemental Plane 6 11 4 3 3 3 2
11th +4 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 12 4 3 3 3 2 1
13th +5 Thunderous Rebuke (5d6) 6 13 4 3 3 3 2 1 1
14th +5 Advanced Tempest Magic 6 14 4 3 3 3 2 1 1
15th +5 6 15 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 15 4 3 3 3 2 1 1 1
17th +6 Thunderous Rebuke (6d6) 6 16 4 3 3 3 2 1 1 1 1
18th +6 Stormwalker 6 16 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 16 4 3 3 3 3 2 1 1 1
20th +6 Avatar of The Storm 6 17 4 3 3 3 3 2 2 1 1


Design Note: This class does not have archetypes, and was not created with archetypes in mind.

Spellcasting[edit]

Cantrips

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

Spell Slots

The Storm Touched table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these storm Touched 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 Touched spell list.

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

Spellcasting Ability

Wisdom is your spellcasting ability for your storm mage spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a storm mage spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a bonded weapon (see Weapon Bond) as a spellcasting focus for your storm mage spells.

Weapon Bond[edit]

You have an incredible bond with your weapons. Any weapon you have proficiency can be used as your spellcasting focus if you meditate with it for 1 hour. You can have a maximum amount of weapon bonds equal to your Wisdom modifier (minimum of 1). 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 blade. Also, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence,you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

Fighting Style[edit]

By the time you reach 2nd level, you have adopted a particular style of fighting as your specialty. Choose one fighting style from the list available to the ranger class. You can't take a Fighting Style option more than once, even if you later get to choose again.

Thunderous Rebuke[edit]

Starting from 2nd level, you can thunderously rebuke attackers. When a creature within 60 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 Wisdom modifier. You regain expended uses of this feature when you complete a long rest.

Storm Bond[edit]

When you reach 3rd level you gain an animal bond with an elemental creature choose between 4 animals the animal you choose gives you an innate understanding of that element and you can manipulate the element type in different and unique ways. You also can telepathically communicate with your animal

Thunderbird- Lightning If you choose the Thunderbird you gain access to witchbolt at second level. You also deal an extra 1d10 lightning damage on melee attacks

Phoenix- fire If you choose the Phoenix you can get the firebolt spell and your weapon attacks deal 1d8 fire damage and must make a con save = to your spell casting or becomes ignited dealing 1d4 fire damage each turn the ignited target doesn't pit out the fire

Silver Dragon- Cold Your weapon attacks deal an extra 1d8 cold damage and must make a con save =to your spell save DC or take 1d4 cold damage every turn and you gain access to the gust of wind spell

Sapphire Dragon- Thunder Your weapon attacks deal an extra 1d10 thunder damage You get access to the shatter spell

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.

Storm Wave[edit]

At 4th level, As an action you can call thunder to attack your enmities. Each creature in 15 foot cone area must make a Dexterity saving throw, taking 3d8 lightning damage on a failed save or half as much damage on a successful one.

Can be used as many times as your wisdom modifier.

Storm Touched[edit]

As a Storm Touched your body has been strengthened by the storms. While you are not wearing any armor, your Armor Class equals 10 + your Wisdom modifier + your Dexterity modifier. You also gain resistance to Lightning and Thunder damage.

Extra Attack[edit]

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Storm Guide[edit]

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot radius centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.

Call of Elemental Plane[edit]

At 10th level, you become a conduit to the Plane of Air itself, granting you primordial power. You now have resistance to lightning and thunder damage, and are immune to the deafened condition.

Advanced Tempest Magic[edit]

At 14th level, you learn the spell chain lightning. If you already know this spell, you learn a different spell of your choice from the storm mage spell list. This spell counts as a storm mage spell for you, and is included in the number in the Spells Known column of the Storm Touched table. You can cast the spell chain lightning once between long rests without expending a spell slot. You gain this benefit regardless of which spell you gain from this feature.

Stormwalker[edit]

At 18th level, you can walk on bolts of lightning at a speed equal to your current walking speed whenever you are not underground or indoors.

Avatar of the Storm[edit]

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.

Spell List[edit]

Design Note: This spell list refers to content found in first-party material that is not found in the System Reference Document.

Cantrips (0th level)
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the storm Touched class, you must meet these prerequisites: Strength or Dexterity: 13, Wisdom: 13

Proficiencies. When you multiclass into the storm Touched class, you gain the following proficiencies: light armor, medium armor, shields, and 1 weapon proficiency.



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