Thunderer (5e Subclass)
Thunderer[edit]
Fighter Subclass
Masters of the storm, Thunderers channel the raw power of thunder and lightning into their strikes, bringing to battle the power of nature itself. With crackling strikes that echo like thunder and lightning-fast reactions, Thunderers embody the elemental wrath of the storm.
- Channel the storm
At 3rd level, you can use a bonus action infuse your Stikes them with the power of the storm. For 1 minute, all attack you make with a weapon or unarmed strike are now considered magical. You now deal an extra 1d4 lightning or 1d4 thunder damage when they hit.
The bonus lightning and thunder damage increases to 1d6 at 7th level, and 1d8 at 15th level.
Once you use this feature a number of times equal to your proficiency bonus, you must finish a long rest before you can use it again.
- Calm Before The Storm
At 3rd level, when you use your Second Wind, you can choose to roll as many hit die you have available and regain hit points equal to the number rolled on that dice.
Once you use this feature you can't use it again until you finish a long rest.
- Lightning Rebuke
At 7th level, you can cause a spark of lightning to deflect an attack made against you. When a creature within 5 feet makes an attack against you, you can use your reaction to impose Disadvantage on that attack.
If the attack still hits, the attacking creature suffers lightning damage equal to half the damage you take.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
- Thunderous Steps
At 10th level, you can take the Dash action and stomp the ground, forcing all creatures within 10 feet of you must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On failure each creature takes 2d6 thunder damage and is either pushed 10 feet away or knocked prone. On a success each creature take half damage and is not pushed.
- Storm channeler
At 15th level, as a reaction when you take lightning or thunder damage, you can halve the damage taken and absorb their elemental power. The next attack you make until the end of your next turn causes additional damage from that type equal to the damage taken, on a hit.
- Eye of the Storm
At 18th level, storm clouds appear around you in a 20 feet radius. All creatures in this radius are now blinded and deafened. Each turn a creature would start within this radius they take 1d10 Lightning and Thunder damage.
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