Stormborn (5e Class)

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The Stormborn[edit]

Magic users and spellcasters have channeled the power from nature to cast their spells from the very beginning, since the first spell was cast. Some are draw power from the solid and lasting sturdiness drawn from the forces of earth, while others channel the chaotic destruction of the burning fire, the sudden rage of the ocean - and the thunderous and electric power from the stormy sky. Stormborns are spellcasters who are either born with the attunement to nature, or train long and hard to acquire it through meditation and understanding of the natural force of tempest. Through the true understanding of the storm, these magicians can manipulate its elemental power, manifesting this energy by hurling powerful lighting bolts and causing thunderous sound waves capable of destroying solid structures. The stormborn is a frightening opponent to be faced on open field, as they can cause the sky itself to fall down on their opponent, raining death and destruction on the field.

A stormborn has always loved storms and idolized their power. They are powerful mages who have taken the storm into themselves and use its power to strike down their enemies.

Creating A Stormborn[edit]

When you create your Stormborn, ask yourself a few questions to better define your character. First, how did you started your journey as a Stormborn? Have your power been discovered by you as it manifested inatelly, or have you been trained by a more experienced stormborn in order to attune to the power of tempests? Do you favor the studies of lightning or thunder magic?

Then, choose why did you chose this path? Do you train to increase your skills and power in order to reach your full potential, by connecting with the true magical nature of storms? Are you a magician that wants to wield the savage elemental might of thunder to only achieve power for its own sake?

Quick Build

You can make a Stormborn quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Acolyte background.

Class Features

As a Stormborn you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment

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

Table: The Stormborn

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Violent Storms 3 2
2nd +2 Wrath of the Storm 3 3
3rd +2 Stormborn Path 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Resist Elements 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Path Feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Path Feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Improved Resist Elements 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Avatar of the Storm 5 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

By 2nd level, you have learned to channel the power of the storms to cast spells.

Preparing and Casting Spells

The Stormborn table shows how many spell slots you have to cast your spells. To cast one of your Stormborn spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Stormborn spells that are available for you to cast, choosing from the Stormborn Spell List. When you do so, choose a number of Stormborn spells equal to your Wisdom modifier + half your Stormborn level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Stormborn, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell witch bolt, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Stormborn spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Stormborn spells, since their power derives from the strength of your attunement to the storms. 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 Stormborn 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 an arcane focus as a spellcasting focus for your Stormborn spells.

Violent Storms[edit]

At 1st level, you can unleash against your targets the power of the storms. You have a pool of storm dice equal to your Wisdom modifier (minimum 1 die). You regain any expended dice when you finish a short or a long rest.

When you cause damage to a creature using a spell that causes lightning or thunder damage, you can spend any amount of dice to cause additional damage to that creature equal to the number rolled. If the spell target's various creatures, you must choose which creature will take the additional damage.

Wrath of the Storm[edit]

At 2nd level, whenever you cast a spell that require a spell slot and causes lightning or thunder damage, you can reroll a number of damage dice up to your Wisdom modifier (minimum 1). You must use the new rolls.

Stormborn Path[edit]

At 3rd level, you choose between the Path of Lightning or the Path of Thunder. You gain additional features at 10th and 14th levels.

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.

Resist Elements[edit]

Starting at 6th level, you gain resistance to lightning and thunder damage.

Improved Resist Elements[edit]

At 18th level you gain immunity to lightning and thunder damage.

Avatar of the Storm[edit]

At 20th level, you gain the ability to summon a miniature storm around you. As an action you summon a storm with a radius of 20 feet and lasts for 1 minute, causing the following effects:

  • Ranged attacks made against you are made with disadvantage.
  • The area is considered difficult terrain.
  • Enemies who begin their turn or move into it during their turn must make a Dexterity saving throw against your spell save DC. A creature who fails takes 2d8 lightning damage and 2d8 thunder damage. A creature who succeeds takes half damage.

After you use this feature, you must complete a long rest before you can use it again.

Stormborn Path[edit]

Path of Lightning[edit]

Stormborns dedicated to the control of lightning. Stormborns who choose to dedicate themselves to the path of lightning are elementalists fully dedicated to mastering the use of electricity in combat, channeling primordial lightning through their strikes and enhancing them with magic.

Infused Bolts

At 3rd level, your chosen element infuses your body to such a degree that you can channel it through your spells. Once per turn, when you roll a 1 or 2 on the damage die of a spell that causes lightning damage, you can reroll the die, choosing the new result.

Flash Step

Also at 3rd level, the lightning coursing through your body has speed up your movements. You use your Storm Die to increase the damage of a spell, you can take the Dash, Dodge or Disengage actions using your bonus action.

In addition, when you roll initiative, you can spend a Storm Die to roll with Advantage. When you do so, your movement speed is doubled until the end of your first turn of combat.

Lightning Speed

At 10th level, you may intensify the lightning in your body and as you do the world slows down around you. You learn the haste spell. In addition, you can cast this spell once, targeting yourself, without spending spell slots.

In addition, you can cast the haste spell on yourself, as a Bonus Action, if you spend one Storm Die to do so.

Once you cast this spell once, without spell slots, you can't do it again until you finish a long rest.

Electric Charge

At 14th level, as an action you can become a living lightning bolt. You travel in a straight line for up to 300 feet by 5 feet. Any creatures you pass through make a Dexterity saving throw against your spell save DC. On a failure, they take 10d6 damage and on a success take half damage.

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

Path of Thunder[edit]

Storm archers fully committed to controlling the thunder magic. These stormborns are focused on developing the mystic and arcane power needed to control the thunder, learning its secrets and mastering it to their fullest extent.

Pushing Wave

At 3rd level, once per turn when you cause thunder damage to a creature, that creature is pushed 10 feet back.

Thunder Scream

Starting at 3rd level, you can unleash a booming sound that harms your opponents. As an Action, you can unleash this thunderous sound in a 20-foot cone. Each creature in that area must make a Constitution saving throw against your spell save DC, taking thunder damage equal to 1d10 on a failed save, or half as much damage on a successful one. The damage increases to 2d10 at 5th level, 3d10 at 11th level and 4d10 at 17th level.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend a spell slot to use this feature again, causing additional 1d10 damage for each level of the slot used after 1st-level.

Master of Sound

At 10th level, you become extremely attuned to the noises around you. You have blindsight out to a range of 15 feet.

In addition, you also have Advantage on Wisdom (Perception) checks that rely on sound, and other creatures have disadvantage these types of checks to hear you.

Mighty Thunder

At 14th level, when you cast a spell that causes thunder damage and requires a saving throw to resist its effects, you can force one or more of its targets to make the save with Disadvantage.

You have a number of uses of this feature equal to your Wisdom modifier (minimum of once). You can spend many uses of this feature at once, for spells that target multiple opponents. You regain your uses of this feature when you finish a long rest.

Stormborn Spell List[edit]

Stormborn draw their power from the storms and tempests, so their abilities are related to the climate, sky, air, lightning and thunder.

Cantrips

booming blade, dancing lights, frostbite, gust, light, lightning lure, message, ray of frost, shocking grasp, thunderclap

1st-level

expeditious retreat, feather fall, fog cloud, jump, thunderous smite, thunderwave, witch bolt, zephyr strike

2nd-level

gust of wind, levitate, misty step, shatter, sleet storm, skywrite, warding wind

3rd-level

call lightning, elemental weapon (lightning and thunder only), fly, gaseous form, haste, lightning arrow, lightning bolt, thunder step, wind wall

4th-level

dimension door, elemental bane, freedom of movement, ice storm, steel wind strike, storm sphere, summon elemental (air only)

5th-level

commune with nature, conjure elemental (air only), control winds, destructive wave, far step

6th-level

chain lightning, investiture of ice, investiture of wind, wind walk

7th-level

divine word, plane shift, power word pain, whirlwind

8th-level

control weather, incendiary cloud, power word stun, tsunami

9th-level

foresight, storm of vengeance

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Stormborn class, you must meet these prerequisites: Wisdom 13 or higher.

Proficiencies. When you multiclass into the Stormborn class, you gain the following proficiencies: Simple weapons, light armor.

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