Fighter
Base Class: Fighter

The Storm Raider is a fierce warrior hardened by the forces of nature around them. Through this bond with the elements they have learned to harness the magic that controls it. 

Author's Note:  I can't find a way to remove spells given by the druid spell list. Since this is the case, if you are using this I recommend simply not choosing spells that do not fit the flavor of this character. [Example: Charm Person, Detect Magic, Hold Person, Locate Object, Conjure Animals, Dispel Magic, Confusion, Conjure Minor Elemental, Conjure Woodland Beings, Giant Insect, Hallucinatory Terrain, Locate Creature, Polymorph] . The Storm Raider is about bending nature to your will, so spells dealing with mental manipulation (enchantment) or fey (conjure) don't fit the idea. But it's your game, play how you want. 

Also no additional spells could be added to the spell list, while still being able to share the subclass. Feel free to add any spells to the list , within your GM's discretion . [Example: Acid Splash, Melf's Acid Arrow, Elemental Weapon]

Wilderness Adept

You gain proficiency in the Nature and Survival Skills.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

Cantrips

You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.

Spell Slots

The Storm Raider Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these 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 thunderwave and have a 1st-level and a 2nd-level spell slot available, you can cast thunderwave using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level druid spells of your choice.

The Spells Known column of the Storm Raider Spellcasting table shows when you learn more Druid spells of 1st level or higher. 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.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Storm Raider Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Elemental Expert

Upon reaching 3rd level in this class, you create a bond with a specific element of your choice. Choose one of the following: Acid, Cold, Fire, Lightning, or Thunder. You have become an expert of your chosen element. When making damage rolls for spells or effects that cause damage of your chosen type, you can add your proficiency modifier to the damage rolls. You have also learned to overcome your enemies defenses with your chosen element. Attacks with your chosen damage type ignore resistances. 

You can choose a second damage type from the list at 9th level.

Acid Expert

You can add your proficiency to Acid damage and you ignore resistances to Acid.

Cold Expert

You can add your proficiency to Cold damage and you ignore resistances to Cold.

Fire Expert

You can add your proficiency to Fire damage and you ignore resistances to Fire.

Lightning Expert

You can add your proficiency to Lightning damage and you ignore resistances to Lightning.

Thunder Expert

You can add your proficiency to Thunder damage and you ignore resistances to Thunder.

Nature's Wrath

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Altered Forces

At 10th level, your expertise of the elements allows you to bend the natural forces around you to your will. You can choose a number of spells equal to your spellcasting ability modifier and change the damage type of the spell to one of the damage types chosen through your Elemental Expert Class feature. The spells must be known and have a damage type of one of the other elemental damages. With spells that have multiple damage types, only the elemental damage type is changed. [Example: If the spell Ice Knife is changed to fire damage the spell would be 1d10 piercing damage on hit and 2d6 fire damage in a 5 foot radius circle]  

When you level up with this character and choose the option to replace one of the druid spells you know with another spell of your choice from the druid spell list, you can also replace the damage type modification to that of another spell. 

Gift of the Seasons

At 15th level, you gain the ability to cast the spell elemental weapon at will. Casting elemental weapon this way does not require concentration and can only be cast at 1st level.  

Elemental Mastery

When you reach 18th level, you have become a master of the elements. As an action, you become an avatar of the natural world itself. For 1 minute you gain the following benefits:

  • You add double proficiency to the Nature and Survival skills
  • You become Immune to the damage types chosen from the Elemental Expert Class Feature
  • Enemies who end their turn within 5ft of you must make a DEX saving throw of take 2d4 damage of a type chosen from your Elemental Expert Class Feature
  • You ignore difficult terrain cause by ice, plants, or rocky earth 

 

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