Storm Reincarnation (5e Class)

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Storm Reincarnation[edit]

Creating a Storm Reincarnation[edit]

A child, watching her village invaded by orcs, cries out into the night sky as she watches her life collapse around her. Just when things couldn't get worse, it starts to storm. As a group of orcs surround her, a flash of lightning appears from the sky and touches down right in front of her, between her and the orcs. The figure who came from the lightning is small, but something about him radiates power. Before she could even process what happened, the orcs are dead, left in piles of ash and the mysterious figure is left crackling with electricity before he speeds away, fast as lightning. On a battlefield, a soldier kneels by his fallen comrades, surrounded by enemy troops. He looks up to the sky, a crackle of light flashes in his eyes, and he screams. Dozens of bolts of lightning hurl down from the clouds, striking friend and foe alike. Those who were just surrounding the soldier are now dead on the ground while his companions who laid dead seconds ago begin to wake up. A mysterious woman crouches on the roof of a palace in the middle of a city. The Lord had been exploiting his people, enslaving the men and keeping the women for his own entertainment. A petite woman walks in through the door. The guards put themselves in front of her so as to stop her but her fist crackles with energy and she punches them across the room. She draws two battleaxes and waits. Over the next six hours, she does not take a step nor get as much as a bruise as hundreds of guards stream into the room, only to be killed as quickly as they entered by a combination of brute force and lightning damage. A small groups of towns in the middle of the desert haven't seen rain for almost a year now. Crops are dying, people are starving, and the towns are falling apart. A dust storm strong enough to wipe out the towns entirely and the people are frantic. As the storm approaches, it starts to drizzle as a man slowly descends from the sky, seeming to be supported by a cloud. He stares at the dust storm and lifts his arms, a staff in one hand, a sword in the other. He glows bright with energy as wind picks up around him, rivaling the intensity of the incoming dust storm. The towns people, standing in the middle of the wind, only seem to feel a gentle breeze, yet the wind seems strong enough to rip a castle out of the ground. The man turns, winks, and drifts towards the dust storm. From inside his cyclone, another appears and the three storms stop the dust storm in its tracks.

Quick Build

You can make a Storm Reincarnation quickly by following these suggestions. First, Dexterity should be your highest ability score,followed by hen Intelligence or Constitution depending on whether you want to play from a strategist or tank standpoint.

Class Features

As a Storm Reincarnation you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor, Medium Armor and Shield
Weapons: Simple and Martial
Tools:
Saving Throws: Dexterity, Intelligence
Skills: chose two from Perception, Insight, Athletics, Intimidation, Persuasion, Nature, Survival, Animal Handling.

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
  • If you are using starting wealth, you have 1d4x10 gp in funds.

Table: The Storm Reincarnation

Level Proficiency
Bonus
Features Maximum Magic Level
1st +2 Tempest Armor, Accelerated Body -
2nd +2 Will of the Storm, Spellcasting, 1
3rd +2 Storm Path, Storm Resistance 1
4th +2 Ability Score Improvement 1
5th +3 Extra Attack, 2
6th +3 Storm Gauntlet , Thunder Boots Storm Path(2) 2
7th +3 Lightning Dash 2
8th +3 Ability Score Improvement 2
9th +4 Tempest Armor(2) 3
10th +4 Storm Path(3) 3
11th +4 Storm gauntlet(2), Thunder Boots(2) 3
12th +4 Ability Score Improvement 3
13th +5 Tempest Armor(3) 4
14th +5 Lightning Projection 4
15th +5 Storm gauntlet(3),Storm Path(4), Thunder Boots(2) 4
16th +5 Ability Score Improvement 4
17th +6 Drain Lightning, Extra Attack(2) 5
18th +6 Lightning Lord 5
19th +6 Ability Score Improvement 5
20th +6 Canalize Lightning Deity 5

Storm Reincarnation[edit]

You don't get spell slots. The spellcasting section talks about how you cast your spells.

Tempest Armor[edit]

Starting at 1st level, In Tempest Armor, using a bonus action or action and 3 charges, you canalize a storm from within your body to create lightning armor. The armor lasts 10 minutes, during which its speed increases by 15 feet, your AC increases by 2 and any melee attacks against you cause the enemy to take lightning or thunder damage equal to your Constitution modifier, and any melee attacks you make also gain damage equal to your Dexterity modifier. On the 9th level, your movement speed increases by 30 feet and you can Dash as a bonus action. At 13th level, your movement increases by 60 feets and your Ac increases to 1d4 + half your Constitution modifier (rounded up).

Accelerated Body[edit]

Starting at 1st level, you move so fast that you can use your Dexterity, instead of Strength, when making attack rolls.

Will of the Storm[edit]

Starting at 2nd level, you may wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your to deal maximum damage instead of rolling to an opponent .You can use this feature a number of times equal to half your Constitution modifier (rounded up). You regain all uses after finishing a short or long rest.

Charges[edit]

Starting at 2nd level, you can cast "Charges".

Charges

The Storm Reincarnation table shows how many spell slots you have to cast your 1st level and higher spells. To cast one of these Storm Reincarnation spells, you must spend a "Charge" at a level equivalent to the " level (if you cast a 3rd level spell, you must spend 3 Charges). You recover all your Charges after ending a long rest. You have an amount of Charges equal intelligence modifier + your Storm Reincarnation level, rounded down (minimum of one spell).

Preparing Spells

You prepare the list of Storm Reincarnation spell that are available for you to cast, choosing from the Storm Reincarnation spells list. When you do so, choose a number of Storm Reincarnation spell equal to your Intelligence modifier + half your Storm Reincarnation level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest.

Ability to cast spells

Intelligence is your ability to cast spells for your Storm Reincarnation spells.

You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier by setting the saving throw DC to a Storm Reincarnation spell you cast and making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spell focus

You can use an arcane focus as a spellcasting focus for your Storm Reincarnation spells.

1st Level
2nd Level
3rd Level
4th Level
5th Level

Storm Path[edit]

At 3rd level, you can choose a Amethys Lightning or Golden Lightning subclass. You gain a resource at 3rd level by taking this subclass, and you gain additional resources at 6th, 10th, and 15th level. And set a color for all your abilities related to lightning or thunder that were once blue.

Storm Resistance[edit]

Starting at 3rd level, your connection to elemental lightning is beginning to affect your physiology. You gain resistance to thunder and lightning damage.

Ability Score Increase[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]

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

Storm Gauntlet[edit]

At 6th level, in action or bonus action and spending 4 charges to create these melee weapons, the gauntlets last 1 hour, but if used in conjunction with the Thunder boots, they only last 30 minutes (you can activate both as a bonus action) , you canalize a lot of lightning into your hands to the point where 2 claw gauntlets materialize, your gauntlets deal 2d8 slash damage and 1d6 lightning damage (extra storm armor damage is added to this damage when activated together). At 11th level, the slash damage is 2d8 and the lightning damage increases to 2d6 and now it needs 6 charges and at 15th level, the slash damage increases to 4d8 per slash and the lightning damage causes paralysis, the enemy must do a constitution check on your DC or you will be paralyzed, and now it takes 7 charges to materialize it both.

Thunder Boots[edit]

At 6th level, in bonus action or action and spending 4 charges, the boots last 1 hour, but if used in conjunction with the Storm Gauntlet, they only last 30 minutes (you can activate it as a bonus action). You materialize boots of lightning and thunder, these boots increase your movement speed by 30 feets and can walk on any solid surface, increase the height to the number equivalent to your moviment speed and halve the damage done by falling. On the 11th level, you get the Thunderstep spell, you can use the equivalent of half your constitution modifier. At level 15 you can walk on water only in Dash action and you can jump in the air a number of times equal to half your dexterity modifier.

Lightning Dash[edit]

At 7th level, in one action and using 4 charges, you accelerate your muscles and brain to move at high speed and make attacks while moving. When using Lightning Dash, your current movement speed (even when using Tempest Armor) is doubled (x2), when you enter the melee area and attack 1 or more enemies, you can attack the enemy with the same number of times you can move the enemy's area (example: if you spin around the medium sized enemy with him in the center, you can give him 8 hits). During which you move as a lightning that deals 1d4 extra damage per attack and during that attack you won't be hit.

Lightning Projection[edit]

Starting at 14th level, you can cast a lightning beam from your body as an action, and spending 2 charges. You can fire lightning bolts up to 120 feet, the enemy must make a Dexterity saving throw against your DC, if the enemy is 15 feet away from you, this attack is an instant hit. Lightning Projection has 1d8 damage at 5th level, 2d8 at 10th level and 3d8 at 14th level.

Drain Lightning[edit]

At 17th level, When you are hit by a lightning or thunder attack, you can use your reaction to absorb the attack, which causes or restores your charges or your health, speeding up cell regeneration.

When hit by lightning or thunder attacks you can recover the equivalent of the attack in Charges or Hit Points, for example if you received the 2d6 lightning attack you can use your reaction to absorb the attack, with that you recover 2d6 hit points or of charges.

Lightning Lord[edit]

At 18th level, you become a Storm Lord. Your control over thunder and lightning is absolute and so destructive that your thunder and lightning damage ignores a level of resistance. (Immune becomes resistant, resistance becomes none.) If a target has no resistance to begin with, then once per round any thunder or lightning damage they take from you requires a Constitution saving throw. If the target fails and the damage was thunder based, it becomes deafened for a round. If the damage was lightning, they are knocked prone for a round as they become electrocuted. (this can be added with the Elemental Adept feat).

Canalize Lightning Deity[edit]

At 20th level, once for an long rest and spending 12 Charges, you drop to your knees and dark clouds begin to form and swirl above you. Small lightning starts to jump over your skin, your eyes turn white and the clouds turn into a huge swirling black mass (3 miles in diameter) above you. A huge pillar of lightning (20 feet in diameter) hits you with a torrent of energy, and the lightning strikes all enemies within range. They must make a DC 30 Constitution saving throw, taking 20d6 Lightning Damage and 10d6 Thunder Damage on a save and half on a successful save. You instantly activate Tempest Armor and your movement speed doubles and you deal 1d6 extra llightning damage and 1d6 extra thunder damage for 1 minute You have immunity to lightning and thunder damage. 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.

Storm Path[edit]

At lv 3rd you can decide a subclass that enhance it abilities with their lightnings. You've discovered your true Storm nature from within you, for 'good' or 'evil'

Amethys Lightning[edit]

This archetype is for those who wish to dive into the their lightning's arcane element ,focusing more on canalising the storm than physical combat

Intensify

Starting 3rd level, you can boost your physical prowess by canalisng the electric force inside to your limbs. For one bonus action, you gain advantage in attack rolls until the end of your turn. You may use this a number of times equal to your Constitution modifier and they refresh after a long rest.

Thunder Leap

From 6th level you may use your action to leap or jump through the air for 30 feet upwards, 30 feet straight, or 30 feet diagonally, trailing lightning as you travel, before bringing your weapon down in a crashing thunder clap. You then make one attack on the target. On a hit, add 1d6 thunder damage to the attack. At 10th level, this damage dice changes from d6 to d8, and at 16th level increases to d10. Enemies can attempt an opportunity attack during the jump, but do so at disadvantage. You do not suffer fall damage from this move. You may use this a number of times equal to half your Constitution modifier (rounded up).

Thunderbolt Strike

At 10th level, when you deal lightning or thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you. The target must make a strength saving throw or be pushed back up to 10 feet. In addition, you gain the ability to infuse your weapon strikes with the energy of a raging tempest. On each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 lightning or thunder damage to the target. When you reach 10th level, the extra damage increases to 1d8.

Improvement
At Level 15th, ;Thunderbolt Strike now deals an extra die of thunder damage.
Disintegration

Beginning at 15th level, your attacks deal an additional 1d8 necrotic damage on a hit.

Golden Lightning[edit]

This archetype is for those who are looking for a more supportive role in combat or who also want a healing option in their campaign.

Aspect of Tempest

Starting at 3rd level, if a spell or ranged attack that does lightning damage targets a creature within 60 feet of you, you may use your reaction to shield the target from the attack. The spell or attack automatically strikes you, though you may make saving throws to resist negative effects as normal.

Healing Surge

At 6th Level, you may expend one 1st level spell slot to send a wave of electricity though the ground in a 30 foot radius to heal all allies for 3d6 hit points, plus your Constitution modifier.

Summon Air Elemental

At 10th level, you can use an action to conjure elemental to summon an Air Elemental only without using a spell slot. The conjured elemental does not require concentration to maintain, but is otherwise controlled by the Storm Reicanation and rolls its own initiative.You can create multiple Air Elementals equal to your Constitution modifier.(Round up)

Cyclone Blast

At 15th level, as an action, you may create a huge blast of wind and lightning in a 30ft cone. All creatures within range of you cyclone blast must make a Constitution saving throw DC (8 + your Proficiency Bonus + your Constitution modifier) On a failed save, you deal 3d8 + Dexterity modifier of lightning and an extra 2d10 slashing damage. If successful, in which they will take half damage. You may use this a number of times equal to your Constitution modifier. They refresh after a Long Rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Storm Reincarnation class, you must meet these prerequisites: Dexterity and Constitution 13. Proficiencies. When you multiclass into the Storm Reincarnation class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons.

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