Thunder Strider (5e Subclass)

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Thunder Strider[edit]

Ranger Subclass

Thunder Striders are rangers which utilize thunder and wind magic to take down flying foes. They defend villages on the edge of civilization from dragons and other creatures of the sky. They train in conclaves found at the peaks of the world, honing their craft. When they are needed they travel to defend those who cannot defend themselves from the scourge of the skys

Thundering Magic

You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Thunder Strider Spells
Ranger Level Spells
3rd thunderwave
5th warding wind
9th thunder step
13th storm sphere
17th control winds
Pierce the Skies

Starting at 3rd level, you are the slayer of flying beings. You gain the following benefits: You have advantage on attack rolls against creatures that have an inherent flying speed, are at least 30 feet above you, and using their flying speed.

  • All creatures that have a natural flying speed are considered favored enemies to you.
  • If you start your turn within 30 feet of a creature that is flying, you can take the Attack action and make a short movement by flying towards it. After the action is over, you fall, without taking damage or being knocked prone. Your movement speed is reduced to 0 afterwards.
Thunderous Voice

Starting at 7th level, as an action, you let out a yell, invoking your tempestuous magic to create one of the following effects below. You have three uses of this feature, and regain them after finishing a long rest.

Echoing Shout. Your voice weighs a creature down with its power. As an action, you can spend 1 use of this feature to cause one favored enemy of your choice that is currently flying or hovering within 120 feet of you must make a Constitution saving throw against your spell save DC or have their flying speed reduced to 0 for 10 minutes. The creature begins to fall at a slow rate and if it collides with anything, the creature takes half falling damage.
Booming Shout. As an action, you can spend 2 uses of this feature to unleash a loud booming scream.

All creatures within 30 feet of you must make a Constitution saving throw against your spell save DC. On a failure, a creature's eardrums rupture and begin to bleed, the creature is deafened and takes 1d8 damage at the beginning of each of its turns. An affected creature can repeat the saving throw at the end of each of it's turns, on a success, no longer taking damage at the beginning of it's turn, and ending the deafened effect 10 minutes after the successful save.

Ringing Blows

Starting at 11th level, whenever you hit a creature with a weapon attack or magic spell attack, you can set off one set of vibrations in the targets body, forcing them to make a Constitution saving throw. On a success, the creature avoids being affected by this feature. On a failure, the creature begins to vibrate.

The vibrations don't start until the round after the initial hit, and the vibrations worsen for each consecutive round. While the effects worsen for only 4 rounds, they extend for 1 minute after round 4.

  • Round 1 effect: The creature hears a faint humming sound and slight vibrations in its body. The creature has Disadvantage on ability checks that involve hearing.
  • Round 2 effect: The creature hears a humming sound, and feels mild vibrations in its body. The creature has Disadvantage on saving throws that involve hearing.
  • Round 3 effect: The creature hears a loud rumbling sound, and feels immensely shaky. The creature has disadvantage on ability checks and saving throws that involve hearing. In addition, any time the creature takes thunder damage it takes additional damage equal to your Wisdom modifier, and has disadvantage on saving throws to avoid being forcibly moved.
  • Round 4 effect: The creature is overwhelmed by a loud roaring sound as waves of force cripple the creature. The creature is deafened and stunned.

In addition, as an action you can end the vibrations, dealing 1d10 thunder damage for each remaining round effect that the creature has not experienced.

League Vault

Starting at 15th level, you gain a flying speed equal to your movement speed. You must end your turn on the ground, or else you fall.

In addition, if you start your turn within 60 feet of a creature that is flying, you can take the Attack action and make a short movement by flying towards it. After the action is over, you fall, without taking damage or being knocked prone. Your movement speed is reduced to 0 afterwards.

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