Hurricane Knight (5e Class)

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Hurricane Knight[edit]

Fierce warriors that use the power of winds in combat. They hurl powerful gusts of wind towards their enemies, summon storms and ride the tempests, fighting as the embodiment of the destructive force of hurricanes and storms.

The origin of this power is unknown, but those capable of controlling it usually develop this ability by themselves, attuning with the environment and feeling the weather, bending the forces of nature to their will.

You can find these warriors in places were the environment is favorable to strong winds, like high mountain tops, vast deserts coastal areas and the open sea.

Creating a Hurricane Knight[edit]

When creating your hurricane knight, you can ask the following questions to guide your character creation: From were the power over the wind come from? The knight have the blood of storm giants, genies or other inherently magical creature tied to the primordial plane of air? Maybe you have discovered how to control the air through a ancient and forgotten method akin to method. Or, maybe you were trained by a secretive order or an old master of hurricane knights.

How and why did you developed this powers? Through constant training or they just grew in power as you got older and wiser? Maybe the constant use of those powers could be a reason. Maybe a life on the sea, blowing winds on the sails, or fighting sand storms on deserts to find a hideout for a caravan.

Quick Build

You can make a Hurricane Knight quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, depending on your choice of weapon and armor, followed by Charisma. Second, choose the Sailor background. Third, choose Trident, Scale Mail, and Net

Class Features

As a Hurricane Knight you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Martial weapons
Tools: Navigators tools, vehicles (water)
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Athletics, Intimidation, Nature, Performance, Persuasion, and Survival

Equipment

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

  • (a) Trident and scimitar or (b) Two martial weapons
  • (a) studded leather or (b) scale mail
  • a net, dagger and navigator's tools
  • (a) explorer's pack or (b) dungeoneer's pack
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Hurricane Knight

Level Proficiency
Bonus
Features
1st +2 Wind Armor,Air Blast
2nd +2 Hurricane Strike, Destructive Tornado
3rd +2 Knight Order, Gale Step
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Wind Heart, Knight Order Feature
7th +3 Floating Step
8th +3 Ability Score Improvement
9th +4 Defensive Gust
10th +4 Air Control
11th +4 Knight Order Feature
12th +4 Ability Score Improvement
13th +5 Defensive Gust Improvement
14th +5 Knight Order Feature
15th +5 Air Bubble, One With the Storm
16th +5 Ability Score Improvement
17th +6 Defensive Gust Improvement
18th +6 Flight
19th +6 Ability Score Improvement
20th +6 Wind Walker

Hurricane Save DC[edit]

Some features require a saving throw to avoid the effects. The save DC equals 8 + your proficiency bonus + your Charisma modifier.

Wind Armor[edit]

Winds swirl around your body, protecting you from harm. At 1st level, you can use your bonus action to cause all ranged attacks made against you until the start of your next turn to have a penalty equal to your proficiency bonus.

In addition, whenever a creature enters the space within 5 feet of you, you can use your reaction to blast a gust of wind onto that creature, moving the creature 5 feet back on a failed Strength save.

Air Blast[edit]

Starting at 1st level, you can blow a strong stream of air onto a creature within 10 feet of you, allowing you to take the Shove action at this distance. In addition, whenever you use your Action to Air Blast a creature, you can do it again using your bonus action. If you can make more than one attack as part of your Attack action, you can also make additional air blasts when taking an action to use this feature. The targets make the contested check against your Hurricane save DC.

The distance increases to 15 feet at 5th level, 20 feet at 9th level, 25 feet at 13th level and 30 feet at 17th level.

Hurricane Strike[edit]

Starting at 2nd level, you finally start to control the hurricane technique. When you take the Attack action, you can choose to, instead of attacking, create a swirl of wind around you, forcing all creatures within 5 feet to succeed on a Strength saving throw against your Hurricane Save DC, or take 1d6 bludgeoning damage. You can use this feature on your turn as many times as you can make attacks, on your Attack action.

Destructive Tornado[edit]

Starting at 2nd level, you can use your action to create a powerful tornado around you, forcing all creatures within 10 feet to succeed on a Strength saving throw against your Hurricane save DC, or take 3d6 bludgeoning damage. On a failed save, the creature is also pushed 5 feet back and knocked prone. On a success, the creature take half damage and isn't pushed back or knocked prone.

The damage increases to 4d6 at 6th level, 5d6 at 11th level and 6d6 at 16th level.

Once you use this feature, you can't use it again until you finish a short rest or a long rest.

Gale Step[edit]

At 3rd level, you can use your ability to control the air around you to ride the wind, creating a miniature tornado that carry you on the air. As a bonus action, you can fly 10 feet for each point of proficiency bonus you have. You must end your flight movement on ground, or you fall, and you can't be wearing armor heavier than light or shield.

Knight Order[edit]

Starting at 3rd level, you can choose one order, that defines your way to fight. You can choose the following orders: the Steel Wind Warriors and the Storm Knights.

You gain additional features when you reach the 6th, 10th and 14th levels.

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.

Extra Attack[edit]

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

Wind Heart[edit]

Starting at 6th level, the damage dealt by your class features are considered magical for the purposes of overcoming resistance to nonmagical attacks and damage.

Floating Step[edit]

At 7th level, you have advantage to any checks that would move you unwillingly move you, knock you prone or impose you the grappled or restrained conditions.

You also not affected by difficult terrain anymore.

Defensive Gust[edit]

Starting at 9th level, whenever you would be hit by an attack roll or an effect that would deal damage or impose a harmful effect to you, you can use your reaction to move up to your floating step speed, potentially avoiding the attack or effect.

You can use this feature once, being unable to do it again until you finish a long rest. You gain one additional use of this feature at 13th (for a total of 2) and 17th (for a total of 3) levels.

Air Control[edit]

Starting at 10th level you can use the wind to control the movement of sound waves and smell. You can speak with a creature within 10 feet for each point of proficiency bonus you have, as if you had cast the spell message, without the need for any component.

You also have advantage on any Wisdom (Perception) checks that rely on sound or smell. Finally, you can also reduce the sound in a certain area, and can use your action to remove all the air on a 5-foot radius around you, granting all creatures advantage on Dexterity (Stealth) checks based on sound. Any creature in the area, including you, is choking while the ability is active.

This effect lasts for up to 1 minute each time you use it, and you can use this feature a number of times equal to your Charisma modifier, being unable to do so until you finish a long rest.

Air Bubble[edit]

Starting at 15th level, you can extract breathable air regardless of were you are, creating a bubble of air around your body. You can't suffocate anymore, and become immune to any effects that require you to inhale something (like poisons and some spells).

You also gain resistance to thunder damage.

One With the Storm[edit]

At 15th level, whenever you are under moderate or strong wind, your flight speed is doubled.

Flight[edit]

Starting at 18th level, you gain a flying speed of 60 feet.

Wind Walker[edit]

At 20th level, you can move like the wind. Your Dexterity increase by 4, to a maximum of 24.

In addition, your movement no longer provoke opportunity attacks, and you have advantage on all your Dexterity checks.

Steel Wind Warrior[edit]

Steel Wind Warriors mimic the movement of the cyclones in fight, flowing with the wind to deliver powerful circular attacks, and riding it as a stallion made of air.

Steel Cyclone

Starting at 3rd level, you can use a weapon to empower your Hurricane Strike. When you use a weapon that lacks the two handed and heavy properties, you can add its damage die to the damage of your Hurricane Strike. You don't add your ability score to this damage.

Whirlwind Ward

At 3rd level, when you use an Action, instead of an Attack action, to use your Hurricane Strike. When you do so, you gain resistance to bludgeoning, piercing and slashing damage from nonmagical sources until the start of your next turn.

If you have more than one attack in each of your turns, you need to forgo your additional attack to benefit from the whirlwind ward.

Wrecking Wind

Starting at 6th level, you begin to embody the pure elemental power of tornadoes. You can use your Action to use your Hurricane Strike against an object or structure within 5 feet. When you do so, you hit automatically and deal double damage to it, ignoring damage threshold. If you are wielding a weapon that deals bludgeoning damage, you add the damage of the weapon twice, instead of once.

Rage Tornado

At 11th level, you can release your power to control the winds around you on a powerful tornado. As an Action, the air swirl around you in a fast speed, forming a cylinder 20-foot wide and 30-foot high around you. All creatures in the area need to succeed on a Dexterity saving throw, taking 4d6 bludgeoning damage on a failure or half as much on a success. In addition, any creature in the area needs to also make a Strength saving throw or be pushed back to the edge of the area of effect.

The damage increases to 6d6 at 17th level.

Wind Body

At 14th level, you can cast the investiture of wind spell. Charisma is your spellcasting ability for this spell. You can cast this spell once, being unable to do it again until you finish a long rest.

You can cast the spell twice at 17th level.

Storm Knight[edit]

Storm Knights learn how to control the winds to generate the lighting and thunder, being able to attack their enemies with the rage of a perfect storm.

Thunder Blast

At 3rd level, whenever you use your hurricane strike, you can choose to deal lighting damage, instead of bludgeoning damage.

In addition, you can infuse your Air Blast with lighting and thunder. When using the Air Blast feature, instead of taking the Shove action, you can choose to make a ranged attack, using your Charisma modifier. On a hit, you deal damage equal to 1d4 + your Charisma modifier. The damage type is either lighting or thunder (your choice). The damage die increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.

Storm Heart

Starting at 3rd level, you can enhance the power of the winds you create with electricity. When you use your Destructive Tornado feature, you deal additional 1d6 lighting or thunder damage, and all creatures in the area that fail the saving throw can't use reactions until the end of your next turn.

The additional damage increases to 2d6 at 11th level.

Resistance

At 3rd level, you become resistant to lighting or thunder damage. At 14th level you can choose whichever type you haven't chosen yet.

Electrify

Starting at 6th level, you can use your action to electrify an object within 60 feet. You can cause a 5-foot cube to be electrified for 1 minute, causing any creature to enter that area to take 2d8 lighting damage on a failed Dexterity saving throw. The area also emits a faint light while electrified, shedding 10 feet of bright light, plus 10 feet of dim light.

If you use this ability on water or on a metal surface, you can electrify an 10-foot radius.

The damage increases to 3d8 at 11th level and 4d8 at 17th level.

Thunderous Storm

Starting at 11th level, whenever a creature fails the saving throw of your Destructive Tornado becomes stunned until the end of your next turn.

Lighting Destruction

Starting at 14th level, you can cast chain lightning. Charisma is your spellcasting ability for this spell.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Hurricane Knight class, you must meet these prerequisites: 13 Dexterity, 13 Charisma

Proficiencies. When you multiclass into the Hurricane Knight class, you gain the following proficiencies: Light and medium armor, all weapons and navigator's tools

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