Stormchaser (5e Subclass)

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Stormchaser[edit]

Ranger Subclass


Stormchasers do exactly what their name suggests. Fueled by adrenaline, they find beauty in natural phenomena such as thunderstorms, blizzards, and hurricanes. They seek this raw power for their own, channeling nature’s primordial rage to boost their attacks and move like the wind.


Stormchaser Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown on the Stormchaser Magic table. The spell counts as a ranger spell for you, but does not count against the number of ranger spells you know.

Stormchaser Magic
Ranger Level Spells
3rd expeditious retreat
5th levitate
9th thunder step XGE
13th storm sphere XGE
17th control winds XGE


Meteorologist

At 3rd level, as part of a short or long rest, you can examine the skies for 10 minutes. If you do so, you can accurately approximate the distance of any severe weather condition (thunderstorm, blizzard, sandstorm, etc.), as well as the speed and direction it’s traveling, within 50 miles. You remain aware of the storm’s distance until your next long rest.


In addition, you have advantage on any ability checks related to navigating through a storm.


Storm Surge

Also at 3rd level, your experience with storms has left you in want of their power. When you complete a long rest, choose cold, lightning, or thunder damage. You gain resistance to that damage type. In addition, once per turn, when you hit a creature with a weapon attack, you can deal an additional 1d8 of the damage type you chose, or 2d8 if it’s a favored foe. These dice go up to 2d8 and 3d8 respectively at 11th level. These benefits last until your next long rest.


Whirlwind Step

At 7th level, you learn to run with the wind. Your walking speed increases by 10 feet when you’re not wearing heavy armor.


When a creature within 10 feet of you deals damage to you with an attack or spell, you can use your reaction to deal damage to that creature equal to half the damage you took. The damage type is the type you chose using your Storm Surge feature. You can then move up to half your movement speed as part of the reaction. This movement does not provoke opportunity attacks.

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


Hurricane Blitz

Starting at 11th level, your walking speed increases by another 10 ft.


In addition, you can charge forward with hurricane-force power. Once per turn, when you move at least 20 feet in a line then hit a Large or smaller creature with a melee weapon attack, you can deal an additional 1d6 damage based on your Storm Surge feature and force that creature to make a Strength saving throw. On a failure, they are knocked prone, and you can push them back a number of feet up to 5 times your Wisdom modifier (minimum 5). On a success, the creature still takes additional damage, but suffers no additional effects.


Adrenaline Junkie

Starting at 15th level, you have learned to take advantage of your thrill-seeking nature. As a bonus action, you can enter an adrenaline rush. Your walking speed and jumping distance are doubled. You also gain a +2 to attack rolls and saving throws, and any attack roll made against you by a creature further than 10 ft away has disadvantage. If you are within a storm when you activate this feature, the numbers of your Storm Surge damage dice also increase by 1.


These benefits last for 1 minute or until you are rendered unconscious. Once you use this feature, you cannot use it again until you take a long rest.


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