StormLord (3.5e Prestige Class)

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Let me tell you of my future. My hand will reach out into the stars, reshaping the galaxy into a place of order and unity. Under my reign, the kingdoms of old shall live again, reborn to an age of power and glory the like of which you can only imagine. I will rule every planet touched by the light of this star and, even in the darkness beyond, my name will be whispered with fear and respect.
—Imotekh, half-orc stormlord

StormLords wield thunder and lightning like a warrior wields his sword.

Becoming a StormLord[edit]

Entry Requirements
Alignment: CN (Chaotic Neutral), NE (Neutral Evil), or CE (Chaotic Evil)
Base Attack Bonus: +3
Race: Any, but most commonly half-orcs
Skills: Knowledge (nature, 5 ranks), Survival (5 ranks)
Feats: Great Fortitude, Toughness, Weapon Focus (any spear or javelin)
Spellcasting: Able to cast 3rd-level divine spells.
Patron: Talos, or any evil god of lightning and storms.
Domains: Chaos, Destruction, Evil, or Fire
Special: Fortitude +4

Class Features[edit]

Table: The StormLord

Hit Die: d8

Level BAB Saving Throws Special Spellcasting
Fort Ref Will
1st 0 2 0 2 Enhanced Weapons +1, Electricity Resistance 5/- +1 Divine Spellcasting Level
2nd 1 3 0 3 Shock Weapon +1 Divine Spellcasting Level
3rd 2 3 1 3 +1 Divine Spellcasting Level
4th 3 4 1 4 Electricity Resistance 10/- +1 Divine Spellcasting Level
5th 3 4 1 4 Shock And Thundering Weapon +1 Divine Spellcasting Level
6th 4 5 2 5 Enhanced Weapons +2 +1 Divine Spellcasting Level
7th 5 5 2 5 Electricity Resistance 15/- +1 Divine Spellcasting Level
8th 6 6 2 6 Shock, Thundering, and Shocking Blast Weapon +1 Divine Spellcasting Level
9th 6 6 3 6 Enhanced Weapons +3, Electricity Immunity +1 Divine Spellcasting Level
10th 7 7 2 7 Extended Storm Avatar +1 Divine Spellcasting Level

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Intimidate (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Survival (Wis), and Spellcraft (Int).

All of the following are class features of the StormLord.

Spellcasting[edit]

At each level, you gain new divine spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.

You cast spells as your base divine class does. At 3rd StormLord level gain access to these spells:

1st—Shocking Grasp

2nd—Sound Burst

3rd—Call Lightning, Lightning Bolt

Clerics And Druids Only[edit]

5th—Call Lightning Storm

6th—Chain Lightning

9th—Storm Of Vengeance

Electricity Resistance[edit]

Stormlords are granted resistance to Electrical Damage 5/- at 1st level, 10/- at 4th level, and 15/- at 7th level.

Enhanced Weapons[edit]

StormLord weapons (all spears and javelins) get +1 a enhancement bonus at 1st level, +2 at 6th level, and +3 at 9th level. This enhancement bonus stacks with any enhancement bonus on the weapon, so if you have a Spear +5 you'll actually get a +8 enhancement at level 9.

Shock Weapon[edit]

At the 2nd level, any spear or javelin wielded by a StormLord becomes a shock weapon that is sheathed in crackling electricity. The electricity does not harm the StormLord. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. This ability does not affect a StormLord's weapon if it already has elemental damage on it, such as +1d6 fire damage or +2 magical damage.

Shock And Thundering Weapon[edit]

At the 5th level, any spear or javelin wielded by a StormLord becomes both a shock and thundering weapon that functions as a shock weapon that also creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the StormLord. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon is a two-handed spear, add an extra 2d8 points of sonic damage instead. Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened 2d4 rounds. This ability does not affect a StormLord's weapon if it already has elemental damage on it, such as +1d6 fire damage or +2 magical damage.

Shock, Thundering, and Shocking Blast Weapon[edit]

At 8th level, any spear or javelin wielded by a StormLord becomes a shock, thundering, and shocking blast weapon that functions as both a shock and thundering weapon that also explodes with electricity upon striking a successful critical hit. The electricity does not harm the StormLord. In addition to the extra sonic damage from the thundering ability, a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon is a two-handed spear, add an extra 2d10 points of electricity damage instead. This ability does not affect a StormLord's weapon if it already has elemental damage on it, such as +1d6 fire damage or +2 magical damage.

Electricity Immunity[edit]

At the 9th level, a StormLord is fully Immune to Electrical Damage.

Extended Storm Avatar[edit]

At the 10th level, a StormLord may cast Storm Avatar with caster level equal to character level with Extend Spell, once per day. This provides an increased movement speed, immunity to ranged attacks and Knockdown, and will last 1 round per character level (not class or caster level). A Storm Avatar's spear or javelin does 2d6 of bonus electrical and 2d6 of bonus sonic damage (4d6 total) on all successful attacks.

Campaign Information[edit]

Playing a StormLord[edit]

Combat: StormLords tend to prefer to fight Spartan-style, like in the movie 300, either on the front line with short spears and shields, standing just behind the front line with long spears, or at a further distance with javelins.

Advancement: Most stormlords are either clerics, druids, and rangers. StormLord paladins are extremely rare because of the chaotic nature of Talos (or other lightning/storm god).

Resources: Stormlords rarely ever group with anyone, much less congregate together, preferring to seek power alone unless circumstances provoke their selfish motivations.

Stormlords in the World[edit]

NPC Reactions: Because of their command of one of the most destructive aspects of nature, StormLords are viewed with awe and fear by lesser folk, regardless of their motivation.

StormLord Lore[edit]

Characters with ranks in Knowledge (religion) can research StormLords to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (religion)
DC Result
5 Recognize StormLords and the lightning/storm god they worship.
10 Know about StormLords' electrical resistance, immunity, and access to Air Domain spells.
15 Know about StormLords' enhanced, shock, shocking burst, and shocking burst/sonic weapon abilities.
20 Know all about StormLords' abilities, details, and powers.

StormLords in the Game[edit]

Adaptation: StormLords normally don't play well with others unless it benefits them somehow.

Sample Encounter: StormLords may be surrounded by air elementals depending upon the StormLord's level.

Ex-StormLords[edit]

If a StormLord loses faith in Talos (or other lightning/storm god), or commits too many good acts, not only are they stripped of their powers, Talos (or other lightning/storm god) will curse the ex-StormLord with electrical vulnerability depending upon their StormLord level:

Electrical Vulnerability
Levels Additional Electrical
1 - 3 1d6 additional electrical damage
4 - 6 2d6 additional electrical damage
7 - 8 3d6 additional electrical damage
9 - 10 4d6 additional electrical damage

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