Tempest Knight (5e Class)

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Tempest Knight

Somewhere far, a little boy cries in the midst of a burning village and dark clouds begin to brew, hammering down torrents of rain to quell the gorging fire. Somewhere else, a man is overcome with grief over his son's death and lets out a wail, and the sound is something strange, something sickening, something that causes the very earth to shake. Somewhere else, two armies charge at each other during a furious storm, but before they clash, a bolt of lightning thumps the upon the earth, causing the two sides to stop in their tracks. A lone knight wreathed in torrents of electricity looms in their way.

His voice booms louder than thunder. "This shall cease!"

Tempest Knights are warriors attuned to the power of weather and storm. Perhaps their powers came from the ancestry of a djinn or air elemental. Perhaps they were born on the world's most furious storm. Perhaps they were never born with the power, but trained themselves to attune to the heavens to strike down their enemies. Whatever the case, the Tempest Knight channels power beyond themselves.

Creating a Tempest Knight

When creating your tempest knight, decide from where you draw your power? Are you devoted to the god of thunder? Have you a deep connection with nature? Have you a magical bloodline, drawing your power from genies of air or other elemental beings?

Quick Build

When building a Tempest Knight, it is advisable to prioritize Strength and Constitution for your ability scores. The Soldier or Outrider work well as your background. Finally, choose the chain mail, a martial weapon and shield, a heavy crossbow and 20 bolts and an explorer's pack as your starting equipment.

Class Features

As a Tempest Knight you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor, shield
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Perception, Insight, Athletics, Intimidation, Persuasion, Nature, Survival, Animal Handling

Equipment

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

  • (a) Chain mail or (b) Scale mail
  • (a) martial weapon and shield or (b) two martial weapons
  • (a) Longbow and 20 arrows or (b) Heavy Crossbow and 20 bolts
  • (a) Dungeoneer's Pack or (b) Explorer's Pack

Table: The Tempest Knight

Level Proficiency
Bonus
Features Tempest Die
1st +2 Storm Blessing, Lightning Ray 1d6
2nd +2 Calm after the Storm, Storm Blessing 1d6
3rd +2 Tempest Path 1d6
4th +2 Ability Score Improvement 1d6
5th +3 Extra Attack 1d8
6th +3 Path Feature 1d8
7th +3 Storm Blessing 1d8
8th +3 Ability Score Improvement 1d8
9th +4 Stormchild 1d8
10th +4 Path Feature 1d8
11th +4 Storm Blessing 1d10
12th +4 Ability Score Improvement 1d10
13th +5 Windrider 1d10
14th +5 Path Feature 1d10
15th +5 Storm Master 1d10
16th +5 Ability Score Improvement 1d10
17th +6 Storm Blessing 1d12
18th +6 Path Feature 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Storm Blast 1d12

Storm Blessing

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 Storm Blessings require a saving throw. The save DC is calculated as follows: 8 + your proficiency bonus + your Wisdom modifier.

You gain a storm blessing at 1st level, and an additional one at 2nd, 5th, 7th, 11th, 17th and 20th levels.

Lightning Ray

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 1d6 lightning and 1d6 thunder damage. Both damage dice increase whenever your Tempest Die increase.

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

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

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

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

Starting at 9th level, you become resistant to lightning and thunder damage.

Windrider

Starting at 13th level, whenever you are outdoors you gain flying speed equal to your movement speed. While indoors, you also have this flying speed, but you must end your turn on the ground, or else you fall.

Storm Master

Starting at 15th level, your lightning and thunder damage ignores resistances to damage, and treats immunity as resistance.

Storm Blast

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

Storm Warrior

Storm warriors are children of the tempest, avatars of the sky's rage. They embody the power and destructive nature of storms, and unleash thunderous destruction upon their enemies, using their fists and weapons as vessels for the power of the thunder.

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

Tempest sages are knights who have a deeper connection with the power of the storms. Some have a bond with nature itself, while others are attuned to a specific deity of lightning and thunder. Regardless of their source of power, these sages are able to channel the power of tempests through their bodies in order to produce magical effects, and are so connected that they can see in the storms signs that most ordinary people would simply ignore, being able to have strong intuitions about the future.

Tempest Sage Spellcasting
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

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.

Multiclassing

Prerequisites. To qualify for multiclassing into the Tempest Knight class, you must meet these prerequisites: 13 Strength, 13 Wisdom.

Proficiencies. When you multiclass into the Tempest Knight class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

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