Storm Knight (5e Class)

From D&D Wiki

Jump to: navigation, search
512px-Searchtool.png The main contributor(s) of this page determined that this page should be reviewed. Reason: Class recently underwent a major revision.


You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed

Storm Knight

The Storm Knight is a mighty warrior that wields the power of thunder and lightning to defeat his foes. Being the descendants of a storm god and a blue or bronze dragon the only ones capable of becoming a Storm Knight (For example the son of a blue dragonic sorceress and a tempest cleric that is a Zeus descendant) makes seeing this class an extraordinary event. For this incredible warriors having both divine and draconic power makes them have an internal conflict which needs to be catalyzed by a device they use, a symbol that identifies them.

Creating a Storm Knight

lightning-warrior.jpg


Class Features

As a Storm Knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Storm Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Storm Knight level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple and martial weapons
Tools: none
Saving Throws: Constitution, Charisma
Skills: chose two from Perception, Insight, Athletics, Intimidation, Persuasion, Religion

Equipment

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

  • (a) chain mail and a martial melee weapon or (b) leather armor, a longbow, and 20 arrows
  • (a) a martial melee weapon or (b) a shield
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • five javelins

Table: The Storm Knight

Level Proficiency
Bonus
Features Spells known Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Electric Hand, Thunderous Rebuke (2d6) 1
2nd +2 Fighting Style, Destructive Wrath (1/day) 1
3rd +2 Spellcasting, Weapon Bond, Storm Resistance 3 3 2
4th +2 Ability Score Improvement 3 3 3
5th +3 Extra Attack, Thunderous Rebuke (3d6) 4 3 3
6th +3 Thunderbolt Strike 4 3 3
7th +3 Thunderous Blade 5 4 4 2
8th +3 Ability Score Improvement 6 4 4 2
9th +4 Thunderous Rebuke (4d6) 6 4 4 2
10th +4 Destructive Wrath (2/day) 7 5 4 3
11th +4 Storm Strikes 8 5 4 3
12th +4 Ability Score Improvement 8 5 4 3
13th +5 Thunderous Rebuke (5d6) 9 5 4 3 2
14th +5 Storm Guide 10 5 4 3 2
15th +5 Aura of Storm Resistance 10 5 4 3 2
16th +5 Ability Score Improvement 11 5 4 3 3
17th +6 Thunderous Rebuke (6d6) 11 5 4 3 3
18th +6 Destructive Wrath (3/day) 11 5 4 3 3
19th +6 Ability Score Improvement 12 5 4 3 3 1
20th +6 Avatar of the Storm 13 5 4 3 3 1


Design Note: This class does not have archetypes, and was not created with archetypes in mind.

Electric Hand

You know the shocking grasp cantrip and can cast it at will. Charisma is your spellcasting ability for this cantrip.

Thunderous Rebuke

You have the ability to thunderously rebuke attackers. At 1st level, when a creature within 60 feet of you that you can see hits you with an attack, you can use your reaction and to cause the creature to make a Dexterity saving throw. The creature takes 2d6 thunder damage on a failed saving throw, and half as much damage on a successful one. This damage increases as you reach higher levels: increases to 3d6 at 5th level, 4d6 at 9th level, 5d6 at 13th level, and 6d6 at 17th level. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses of this feature when you complete a long rest.

Fighting Style

By the time you reach 2nd level, you have adopted a particular style of fighting as your specialty. Choose one fighting style from the list available to the paladin class. You can't take a Fighting Style option more than once, even if you later get to choose again.

Destructive Wrath

Starting from 2nd level, when you deal lightning or thunder damage, you can choose to deal the maximum possible damage instead of rolling for damage. For example, if you use your Thunderous Rebuke, instead of rolling 2d6 to determine the damage you would deal with that effect, you can instead choose to deal 12 damage. Once you use this feature, you can't use it again until after you complete a short or long rest.

As you reach higher levels, you can use this feature more often. Starting from 10th level, you can use this feature twice between short or long rests, and starting from 18th level, you can use this feature three times between short or long rests.

Spellcasting

By the time you reach 3rd level, you have learned to draw on a limited well of magic.

Cantrips

At 3rd level, you know the shocking grasp cantrip and two other cantrips of your choice from the storm knight spell list. When you reach 10th level, you learn one additional storm knight cantrip of your choice.

Spell Slots

The Storm Knight table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these storm knight 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.

For example, if you know the 1st-level spell guiding bolt and have a 1st-level and a 2nd-level spell slot available, you can cast guiding bolt using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the storm knight spell list.

The Spells Known column of the Storm Mage table shows when you learn more storm knight spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the storm knight spells you know and replace it with another spell from the storm knight spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your storm knight spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a storm knight spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your storm knight spells.

Weapon Bond

You have an incredible bond with your weapons. Starting from 3rd level, any weapon you have proficiency can be used as your arcane focus if you meditate with it for 1 hour. You can have a maximum amount of weapon bonds equal to your Charisma modifier (minimum of 1). In addition, you can provide the somatic component of spells with your weapon. In order to disband a weapon you have bonded with, you must spend 8 consecutive hours with the weapon that is replacing the current blade. Also, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence,you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

Storm Resistance

Starting at 3rd level, you have resistance to lightning and thunder damage.

Ability Score Increase

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Thunderbolt Strike

Starting at 6th level, when you deal lightning damage to a creature of Large size or smaller, you can also push that creature 10 feet away from you.

Thunderous Blade

When you reach 7th level, you learn the booming blade cantrip. If you already know this cantrip, you learn a different cantrip from the storm knight spell list. This cantrip counts as a storm knight cantrip for you, and is included in the number in the Cantrips Known column of the Storm Knight table. When you take the Attack action on your turn, you may cast booming blade in place of one of your attacks. You gain this benefit regardless of which spell you gain from this feature.

Storm Strikes

Beginning at 11th level, your weapon attacks deal an additional 1d8 lightning damage on a hit.

Storm Guide

At 14th level, 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. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.

Aura of Storm Resistance

Starting at 15th level, your allies have resistance to lightning and thunder damage while they are within 30 feet of you.

Avatar of the Storm

At 20th level, you can invoke the powers of elemental air to become an avatar of the storm. Using your action, you can cause wind to swirl around you, creating a mini-storm with you at its eye. For the next hour, the following effects take place:

  • Wind propels you upward, granting you a flying speed of 60 feet.
  • You have immunity to lightning and thunder damage.
  • Each creature of your choice that starts its turn within 60 feet of you must succeed on a Strength saving throw against your spell save DC or be pushed 15 feet horizontally in a direction of your choice.
  • Creatures of your choice within 60 feet of you must expend 2 feet of movement for every 1 foot they move when moving closer to you.
  • Gas or vapor within 60 feet of you disperses, and candles, torches, and other unprotected flames are extinguished. Protected flames, such as those of lanterns, dance wildly and have a 50% chance to extinguish each turn.

You can temporarily suppress these effects as a bonus action on your turn. As a bonus action on a subsequent turn, you can activate this feature once more, as long as you are still within the 1 hour duration.

Once you use this feature, you can't do so again until you complete a long rest.

Spell List

Design Note: This spell list refers to content found in first-party material that is not found in the System Reference Document.

Cantrips (0th level)
1st Level
2nd Level
3rd Level
4th Level

Multiclassing

Prerequisites. To qualify for multiclassing into the Storm Knight class, you must meet these prerequisites: 13 char

Proficiencies. When you multiclass into the Storm Knight class, you gain the following proficiencies: Light armor, Medium armor, Shields, Simple and Martial weapons.


Back to Main Page5e HomebrewClasses

Personal tools
Home of user-generated,
homebrew pages!
system reference documents
admin area
Terms and Conditions for Non-Human Visitors