Talk:Tempest Knight (5e Class)
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Changes[edit]
Anastacio (talk) 01:05, 16 April 2021 (MDT): I was editing this page before it got restricted. I'll paste my edits bellow, maybe there's something useful there . It is a huge overhaul of the class, that keeps all the old features but change the mechanics. Don't know about the balance, because this use a rechargeable dice roll (like the UA psi die):
Storm Blessing[edit]
You can channel the power of storms and tempests through your body. Your ability to channel this power is represented by your tempest die. Starting at 1st level, your tempest die is a d6. Whenever you roll your tempest die and obtain the highest result (6 in this case) it becomes a d4. On a roll of the maximum result on a d4, it becomes unusable until you finish a long rest.
If you roll 1 on the dice, it grows in one size, up to your maximum (d6 currently). As you gain levels in this class, your tempest die grows in size, as shown on the Tempest Die column on the Tempest table. Whenever you finish a long rest, your tempest die resets to the starting size.
Some of your Tempest Powers require a saving throw. The save DC is calculated as follows: 8 + your proficiency bonus + your Wisdom modifier.
You gain a tempest blessing at 1st level, and an additional one at 2nd, 5th, 7th, 11th, 17th and 20th levels.
Lightning Ray[edit]
Starting at 1st level, you can use your action to hurl a bolt of lightning on a target within 120 feet of you. Make a ranged attack against the target and on a hit, you deal 1d4 lightning and 1d4 thunder damage. Both damage dice increase in 1d4 at 5th, 11th and 17th level.
In addition, when you hit a creature with the lightning bolt, you can use your bonus action to roll your Tempest Die and add the number rolled to the damage dealt.
Calm after the Storm[edit]
Starting at 2nd level, once a day during a short rest, you can meditate to restore your Tempest Dice to its original size.
Tempest Path[edit]
Starting at 3rd level, you can focus on a specific aspect of tempests and storms, that better suit your character. Your choice grant you features at 3rd level, and again at 6th, 10th, 14th and 18th level.
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.
Stormchild[edit]
Starting at 9th level, you become resistant to lightning and thunder damage.
Windrider[edit]
Starting at 13th level, whenever you are outdoors you gain flying speed equal to your movement speed.
Storm Master[edit]
Starting at 15th level, your lightning and thunder damage ignores resistances to damage, and treats immunity as resistance.
Storm Blast[edit]
At 20th level, as an action, you fall to your knees and black clouds start to gather and swirl above you, then your body starts to have little lightning bolts jumping across your skin, your eyes will have gone bright white, then as the clouds become a huge swirling mass of black in a 1500 foot radius above you. From there, you summon a huge pillar of lightning, with a 15-foot radius and 30 feet of height, striking any point you can see within range. The creatures in the area must succeed on a Dexterity saving throw, or take 20d6 lightning damage and 10d6 thunder damage. Once you use this feature, you can't do it again until you finish a long rest. You must be outdoors to use this feature.
Tempest Path[edit]
Storm Warrior[edit]
- Storm Fist
Starting at 3rd level, when you make a unarmed strike, you can deal lightning or thunder damage (choose one before each attack) equal to a roll of your Tempest Die, instead of the regular bludgeoning damage.
- Tempest Strike
At 3rd level, once in each of your turns when you cause damage with your storm fist or with a melee weapon, you can roll your Tempest Die and add the result to the damage roll.
- Extra Attack
Starting at 6th level, you attack twice, instead of once, whenever you take the Attack action on your turn.
- Storm's Rage
Starting at 10th level, once in each of your turns when you cause lightning or thunder damage, you cause one of the additional effects bellow:
- Lightning: The target can't take reactions until the end of your turn.
- Thunder: The target must succeed on a Strength saving throw against your Tempest Save DC or be pushed 5 feet and knocked prone.
- Wrathful Rebuke
Starting at 14th level, whenever you take damage from a creature within 60 feet, you can use your reaction to force that creature to make a saving throw, or take damage equal to two rolls of your Tempest Die, and fly 10 feet to any direction. In addition, on a hit, the target is pushed 10 feet and knocked prone.
Once you use this feature, you can't use it again until you finish a long rest.
- Storm Avatar
Starting at 18th level, you can become a primordial avatar of storm. You can reduce your dice in three sizes to gain the following benefits, for 1 minute (or until you end earlier as a bonus action, die or become incapacitated):
- You gain resistance to all types of damage, except force and fire.
- You can move through a space as narrow as 1 inch wide without squeezing. A creature that touches you or hits you with a melee attack while within 5 feet of you takes lighting damage equal to your Tempest Die. In addition, you can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes lighting damage equal to your Tempest Die.
Tempest Sage[edit]
Tempest Knight Level |
Cantrips Known |
Spells Known |
—Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | |||
3rd | 2 | 3 | 2 | — | — | — |
4th | 2 | 4 | 3 | — | — | — |
5th | 2 | 4 | 3 | — | — | — |
6th | 2 | 4 | 3 | — | — | — |
7th | 2 | 5 | 4 | 2 | — | — |
8th | 2 | 6 | 4 | 2 | — | — |
9th | 2 | 6 | 4 | 2 | — | — |
10th | 3 | 7 | 4 | 3 | — | — |
11th | 3 | 8 | 4 | 3 | — | — |
12th | 3 | 8 | 4 | 3 | — | — |
13th | 3 | 9 | 4 | 3 | 2 | — |
14th | 3 | 10 | 4 | 3 | 2 | — |
15th | 3 | 10 | 4 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 3 | — |
17th | 3 | 11 | 4 | 3 | 3 | — |
18th | 3 | 11 | 4 | 3 | 3 | — |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
- Spellcasting
- When you reach 3rd level, you learn how to control the primordial magic of the storms.
- Cantrips
- You learn two cantrips of your choice from the tempest sage spell list. You learn an additional tempest sage cantrip of your choice at 10th level.
- Spell Slots
- The Path of the Tempest Sage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.
- Spells Known of 1st Level and Higher
- You know three 1st-level tactical caster spells of your choice. The Spells Known column of the Path of the Tempest Sage spellcasting table shows when you learn more tempest sage spells of 1st level or higher.
- Whenever you gain a level in this class, you can replace one of the tempest sage spells he know with another spell of your choice from the tempest sage spell list. The new spell must be of a level for which you have spell slots.
- Spellcasting Ability
- Wisdom is your spellcasting ability for the tempest sage spells, since you draw your power from your connection to the storm. You use your Wisdom whenever a spell refers to his spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a tempest sage 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
- Storm Feeler
Starting at 3rd level, you gain the ability to sense the nature and connect to the storms. You always know when will rain and when the wind is going to change its direction or increase in speed. In addition, you can use this connection to detect auguries and signs. Whenever you see a storm, rain or moderate to strong winds (natural or magical) you can attune to these forces of nature to cast augury as a ritual.
- Tempest Rage
Starting at 6th level, when you cast a Tempest Sage cantrip, you can use your bonus action to make an attack with your lightning ray.
- Lightning Recharge
Starting at 10th level, you can regain a spell slot by reducing the size of your Tempest die by an amount equal to the level of the spell. For example, to regain a 2nd-level spell, your die will reduces in two sizes (from a d10 to a d6 for example).
- Improved Tempest Rage
At 14th level, you can use this bonus action after casting any Tempest Sage spell.
- Tempest Soul
At 18th level, you can unleash the storm power turning yourself into a living lighting bolt. As an action, you can teleport to a space you can see within 120 feet of you. Immediately after you appear, each creature within 30 feet of the space you choose must make a Strength saving throw. On a failed save, a creature takes 2d12 lightning and 1d12 thunder damage and is pushed 30 feet back, or half damage and not pushback on a success. A creature occupying the chosen space is pushed 30 feet back, in either a fail or a success.
- Tempest Sage Spell List
Cantrips. booming blade, dancing lights, gust, lightning lure, shocking grasp, thunderclap
1st-level. expeditious retreat, feather fall, fog cloud, thunderous smite, thunderwave, witch bolt
2nd-level. gust of wind, hold person, levitate, shatter, silence, skywrite, sleet storm, warding wind
3rd-level. call lightning, fly, gaseous form, haste, lightning arrow, lightning bolt, thunder step, wind wall
4th-level. control water, freedom of movement, ice storm, storm sphere, summon elemental (air only)
Storm Blessings[edit]
- Electric Shield
When you finish a long rest, you gain a poll of dice equal to your Charisma modifier. The dice size equals your Tempest Die size. Whenever you or a creature within 5 feet take damage bludgeoning, piercing, slashing or lightning damage, you can spend any number of dice from this pool, and reduce the damage taken by the number rolled, as the shield deflects the attack.
In addition, if you use this ability to deflect a melee weapon attack targeted against you, you cause lightning damage to the attacker equal to the number rolled on the dice.
- Thunder Leap
You empower your leaps with the power of thunderbolts. As a bonus action, roll your Tempest Die. You can fly 5 feet for each number rolled, and must end your movement on the ground. All creatures within 5 feet of the area you land must succeed on a Constitution saving throw, or take thunder damage equal to the number rolled on the die.
- Magnetism
You can use the static electricity to move objects made out of metal, or creatures covered in metal. Whenever you make a Strength check to move metal objects or creatures covered in metal, you can add your Charisma modifier to your Strength ability to measure how much weight you can carry, and what is your modifier.
In addition, you are considered to have reach of 10 feet to interact with objects or creatures made out of metal or covered in it. Use your Charisma, instead of Strength, to interact with these objects.
- Thunderous Stomp
As an action, you can cause a thunderous blast of energy in a 10-foot radius around you. All creatures in the area must succeed on a Constitution saving throw or take 2d8 thunder damage and be pushed 10 feet away from you and be deafened for 1 minute. At the start of each turn they can try a new saving throw to end the deafness. Using this feature reduces the Tempest die in one size.
- Storm Guide
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. This effect lasts for 10 minutes, or until you loose concentration.
- Electric Awakening
As an action, you can touch a creature that has been reduced to 0 hit points. The creature is stabilized and regain 1 hit point. Your tempest die is reduced in one size. If the creature has hit die, it can roll them and regain hit points equal to the amount rolled.
- Lighting Javelin
prerequisite: 5th level You can hurl lighting from your hands like a short lance or a javelin. As an action, a ranged attack against a creature within 120 feet. The target takes 2d10 lightning damage. On a hit, all creatures in a 10 foot radius of it (including the target) take thunder damage equal to a roll of your Tempest die. If your Tempest die is reduced to 0, you can't use this feature.
- Thunderbolt Strike
prerequisite: 5th level
When you deal lightning or thunder damage to a creature, the creature is pushed 5 feet back. In addition, whenever you hit a creature with a weapon attack and roll your Tempest Die to increase the damage, you can roll the Tempest Die twice, instead of once.
- Tempest Weapon
prerequisite: 5th level
Over the course of a short or a long rest, you can choose a melee weapon of your choice that lacks the heavy or two handed property. That weapon gain the finesse and thrown property (30/60) and returns to your hand after each attack. In addition, you gain a +1 bonus to attacks and damage rolls with this weapon (unless the weapon have magical bonuses already). The weapon is considered magical for the purposes of overcoming resistance to nonmagical attacks and damage.
You can choose this bless a second time at 9th level, to increase the bonus to +2 and a third time at 17th level, to increase the bonus to +3.
- Skystrike
prerequisite: 11th level
You can use an action to jump vertically in the air towards the sky, becoming a lightning bolt flying up to a height of 250 feet. For 1 minute, you can stay on this lightning form, You cannot take any other action while you are building up the power of the storm within you. On any turn after the first, you can choose any point on the ground in 120 feet on the point you were occupying on the ground.
The target and all creatures in a 20-foot radius must succeed on a Dexterity saving throw, or take 4d8 damage + the number rolled on your Tempest Die. In addition, you deal 1d6 additional damage foreach turn you spent building up your energy, up to 10d6. In addition, a failed save also knocks the target prone. On a success, the target takes half damage and is not knocked prone. Half the damage is thunder and half is lightning.
Once you use this feature, you can't use it again until you finish a long rest, and your Tempest die is reduced in one size. You must be outdoors to use this feature.
- Cyclonic Impact
prerequisites: 11th level
A cyclone howls down to a point that you can see on the ground within 60 feet. The whirlwind is a 10-foot-radius, 20-foot-high cylinder centered on that point. For 1 minute, you can concentrate to keep the cyclone active (as you were concentrating on a spell), and use your action to move the cyclone up to 30 feet in any direction along the ground. The cyclone sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
A creature must make a Strength saving throw the first time on a turn that it enters the cyclone or that the cyclone enters its space, including when the cyclone first appears. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the cyclone while you keep concentration. The creature can make another saving throw at the as an action on each of its turns to escape the cyclone. A success puts the creature in a empty space within 5 feet of the cyclone. When a creature ends its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.
You can use your action and roll a tempest die to deal additional lightning damage to all creatures inside the Cyclone equal to the number rolled. Once you use this feature, your dice size decreases and you can't do it again until you finish a long rest.
- Skystorm
prerequisites: 17th level, skystrike
When you use your skystorm, in each turn you remain in the sky you can hurl a lightning bolt to the ground, in a point within 120 feet the space you occupied in the ground. This works as the call lightning spell. You can roll a Tempest Die when you hurl the lightning bolt, and add the number rolled to the damage of any creature that fails the saving throw.
- Summon Tempest Spirit
prerequisites: 17th level
As an action, you can summon the spirit of the primordial storm to your aid. This creature acts as if it were summoned by the Summon Elemental spell to conjure an Air Elemental Spirit. Your elemental spirit deals either lightning or thunder damage (choose one) instead of bludgeoning. In addition, is immune to lightning or thunder damage (depending on the chosen damage type for its attacks).
Once you use this ability to cast this spell, your tempest die is reduced in 1 and you cannot use it again until you finish a short or long rest.
- Forked Lightning
prerequisite: 17th level
As an action, you can unleash the rage of the storm into a powerful volley of lightning bolts. You cast chain lightning. Once you cast this spell, your Tempest Dice is totally depleted, and you can't do it again until you finish a long rest. You can only cast this spell if you have your Tempest Die at its maximum size.
- Control Wind
prerequisite: 17th level
As an action, you can reduce your Tempest Die in one size to cast control winds. Once you cast this spell, you can't do it again until you finish a long rest.