Tempest Knight, Variant (5e Class)

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Tempest Knight[edit]

Note: I really liked the gist and theme of the Tempest Knight class, but I felt that it could use some re-balancing. Permanent flight at level 3 is difficult to balance around, and some things felt underwhelming. Some of the changes I made: moved the flight speed from level 3 to level 18, and raised it to match character move speed. Wrath of the Tempest damage reduced at level 1 from 2d8 to 1d8, and scaled throughout character leveling. Thunderbolt Strike can now be used on each attack, instead of one attack per round. Storm Lord can now only effect a creature once per round. I made significant changes to the capstone ability at level 20. Most capstone transformations are underwhelming and should reflect reaching the heights of power someone of that class can obtain.

Summary: Somewhere far, a little boy cries in the midst of a burning village and dark clouds begin to brew, hammering down torrents of rain to quell the gorging fire. Somewhere else, a man is overcome with grief over his son's death and lets out a wail, and the sound is something strange, something sickening, something that causes the very earth to shake. Somewhere else, two armies charge at each other during a furious storm, but before they clash, a bolt of lightning thumps the upon the earth, causing the two sides to stop in their tracks. A lone knight wreathed in torrents of electricity looms in their way.

His voice booms louder than thunder. "This shall cease!"

Tempest Knights are warriors attuned to the power of weather and storm. Perhaps their powers came from the ancestry of a djinn or air elemental. Perhaps they were born on the world's most furious storm. Perhaps they were never born with the power, but trained themselves to attune to the heavens to strike down their enemies. Whatever the case, the Tempest Knight channels power beyond themselves.

Creating a Tempest Knight[edit]


When building a Tempest Knight, it is advisable to prioritize Strength and Constitution for your ability scores. The Soldier or Outrider backgrounds work well.

Class Features

As a Tempest Knight you gain the following class features.

Hit Points

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


Armor: All and Shield
Weapons: Simple and Martial
Tools: None
Saving Throws: Strength and Constitution
Skills: chose two from Perception, Insight, Athletics, Intimidation, Persuasion, Nature, Survival, Animal Handling


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

  • (a) Chain mail or (b) Scale mail
  • (a) martial weapon and shield or (b) two martial weapons
  • (a) Longbow and 20 arrows or (b) Heavy Crossbow and 20 bolts
  • (a) Dungeoneer's Pack or (b) Explorer's Pack

Table: The Tempest Knight

Level Proficiency
1st +2 Tempest Temperament, Destructive Wrath, Wrath of the Tempest, Storm Weapon(1)
2nd +2 Thunder Leap
3rd +2 Aspect of the Tempest
4th +2 Ability Score Improvement
5th +3 Thunderbolt Strike , Storm Weapon(2)
6th +3 Extra Attack
7th +3 Skystrike
8th +3 Ability Score Improvement, Wrath of the Tempest Improvement, Storm Guide
9th +4 Cyclonic Impact
10th +4 Plane of Air Conduit , Storm Weapon(3)
11th +4 Summon Air Elemental
12th +4 Ability Score Improvement, Enhanced Skystrike
13th +5 Warding Wind
14th +5 Extra Attack (2)
15th +5 Storm Weapon(4),Thunderbolt Strike Improvement, Wrath of the Tempest Improvement
16th +5 Ability Score Improvement
17th +6 Forked Lightning
18th +6 Storm Lord
19th +6 Ability Score Improvement, Wrath of the Tempest Improvement
20th +6 Storm Weapon(5),Avatar of the Tempest

Ability Checks and DC[edit]

Unless otherwise stated, the save DC for Tempest Knight abilities are calculated as : 8 + Proficiency Bonus + STR modifier

Storm Weapon[edit]

Your abilities connect with your weapon. You can with a short rest attach a weapon to you and with it she gains 1d4 + STR of Thunder / Lightning damage extra and you can call her with a simple thought with a free action. The damage increases at levels 5 (2d4), 10 (3d4), 15 (4d4) and 20 (5d8). It can connect with only 2 weapons at the same time, and with a free action can disconnect from any weapon connected.

Tempest Temperament[edit]

The power of the weather dwells and fester within your soul, granting you abilities that affect your daily life and interactions. You obtain the "Gust" and "Shocking Grasp" cantrips.

Destructive Wrath[edit]

Starting at 1st level, you may wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Destructive Wrath to deal maximum damage instead of rolling.You can use this feature a number of times equal to your Strength modifier (a minimum of once). Charges are replenished at the beginning of the next day.

Wrath of the Tempest[edit]

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a long rest. Wrath of the Tempests Damage increases to 3d8 at level 8, and 5d8 at level 19. At level 15, you can use Wrath of the Tempest 2 x STR modifier per long rest.

Thunder Leap[edit]

From 2nd level you may use your action to leap or jump through the air for 30 feet upwards, 30 feet straight, or 30 feet in a diagonal, 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 11th level, this damage dice changes from d6 to d8, and at 16th level increases to d10. Enemies can attempt an attack of opportunity during the jump, but do so at disadvantage. You do not suffer falling damage from this move.

Aspect of the Tempest[edit]

At 3rd level, your connection to elemental lightning is beginning to effect your physiology. Like a walking lightning rod, you gain resistance to thunder and lightning damage. If a spell or ranged attack does that does lightning damage targets a creature within 60' of you, you may use your reaction to to shield the target from the storm's wrath. The spell or attack automatically strikes you, though you may make saving throws to resist negative effects as normal.

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 you 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.

Thunderbolt Strike[edit]

At 5th 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 15th level, the extra damage increases to 2d6.

Extra Attack[edit]

At level 6 you can attack twice instead of once whenever you take the attack action.


At 7th level, you can use an action to leap vertically into the air up towards the sky and for a moment become a bolt of lightning racing upwards, where you then levitate and change into a ball of static lightning. If there are no clouds present, then they begin to materialize into dark thunderheads around you as a rising fury builds within. You can take no other action whilst you are building up the power of the storm within you. Up to a maximum of 5 rounds, you can remain in the sky in this form. After the first round, you can use your action to descend as a cataclysmic lightning strike to the ground 50 feet maximum from where your ground origin was, where each creature within 15 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. For each round you remain in the sky, you add 1D8 to the damage. Once the damage has been resolved, you appear at the point of impact in your normal form and can act normally from your next turn. You can use this ability once per long rest and only if you are outdoors.

Storm Guide[edit]

At 8th 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.

Cyclonic Impact[edit]

At 9th level, when you land after a Thunder Leap, you also generate a colossal impact which has the effect of the thunderwave spell afterwards (cast at lowest level). Resolve this attack as if it was part of the Thunder Leap (i.e. if Destructive Wrath was used for the Thunder Leap, it also applies to this instance of thunderwave.)

Plane of Air Conduit[edit]

At 10th level, you become a conduit to the Plane of Air itself, granting primordial power. You are now have advantage on all saving throws related to lightning and thunder damage as well as immunity to the deafened condition due to becoming accustomed to the ever present raging thunder. Your long hours of studying your craft have given you the ability to speak primordial.

Summon Air Elemental[edit]

At 11th level, you can use an action to cast conjure elemental (225 PHB) 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 Tempest Knight and rolls its own initiative. You regain the use of this after a long rest.

Enhanced Skystrike[edit]

At level 12, when you use the Skystrike ability and remain in the sky after the first turn, you can use an action to discharge lightning down to the ground like call lightning as a 4th level, using 4D10 / Dex save for half. You can only use this Call Lightning whilst you are in the sky. Once you descend, this effect ends.

Control Wind[edit]

At level 13, you gain greater control over the winds themselves. Once per long rest you may use the control winds spell (EE Players Companion 15).

Extra Attack (2)[edit]

At Level 14, you can now attack three times instead of twice (from extra attack at level 6) whenever you take the attack action.

Thunderbolt Strike Improvement[edit]

Level 15, Thunderbolt strike now deals 2d8 extra thunder damage (see level 5 ability)

Forked Lightning[edit]

At Level 17, you can use an action to unleash chain lightning (221 PHB) following the standard rules for it. However, the strain of unleashing this energy causes 1 level of exhaustion which can be recovered by a long rest or restoration-type spells.

Storm Lord[edit]

At level 18, 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. You now also gain a flight speed equal to your move speed.

Avatar of the Tempest[edit]

At level 20, Once per long rest, you become empowered by the speed and ferocity of a fierce storm, lightning crackling from your body for the duration of your transformation. Lightning enhances your reflexes and speed. You move at double normal speed and cannot be knocked prone / forced movement short of death. You also gain advantage on dexterity saving throws for the duration of this ability. You may use a bonus action to turn into a lightning bolt, moving instantaneously in a straight line up to 100 feet away once per day. Creatures in the path are treated as having been hit by a lightning bolt spell (PHB 255). Finally, attacks dealing lightning or thunder damage also deal an additional 3d6 points of lightning damage. This effect lasts for 10 rounds.


Prerequisites. To qualify for multiclassing into the Tempest Knight class, you must meet these prerequisites: 13 STR and 13 CON, Deity is Storm based or have some affinity to nature

Proficiencies. When you multiclass into the class, you gain the following proficiencies: Heavy Armour, Martial Weapons

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