Fighter
Base Class: Fighter

The Storm Knight is a mighty warrior that wields the power of thunder and lightning to defeat his foes. Being the descendants of a storm god and a blue or bronze dragon the only ones capable of becoming a Storm Knight (For example the son of a blue dragonic sorceress and a tempest cleric that is a Zeus descendant) makes seeing this class an extraordinary event. For this incredible warriors having both divine and draconic power makes them have an internal conflict which needs to be catalyzed by a device they use, a symbol that identifies them.

Thunderous Rebuke (2d6)

You have the ability to thunderously rebuke attackers. At 1st level, when a creature within 60 feet of you that you can see hits you with an attack, you can use your reaction and to cause the creature to make a Dexterity saving throw. The creature takes 2d6 thunder damage on a failed saving throw, and half as much damage on a successful one. This damage increases as you reach higher levels: increases to 3d6 at 5th level, 4d6 at 9th level, 5d6 at 13th level, and 6d6 at 17th level. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses of this feature when you complete a long rest.

Thunderous Blade

When you reach 7th level, you learn the booming blade cantrip. If you already know this cantrip, you learn a different cantrip from the storm knight spell list. This cantrip counts as a storm knight cantrip for you, and is included in the number in the Cantrips Known column of the Storm Knight table. When you take the Attack action on your turn, you may cast booming blade in place of one of your attacks. You gain this benefit regardless of which spell you gain from this feature.

Destructive Wrath (2/day)

Starting from 2nd level, when you deal lightning or thunder damage, you can choose to deal the maximum possible damage instead of rolling for damage. For example, if you use your Thunderous Rebuke, instead of rolling 2d6 to determine the damage you would deal with that effect, you can instead choose to deal 12 damage. Once you use this feature, you can't use it again until after you complete a short or long rest.

As you reach higher levels, you can use this feature more often. Starting from 10th level, you can use this feature twice between short or long rests, and starting from 18th level, you can use this feature three times between short or long rests.

Aura of Storm Resistance

Starting at 15th level, your allies have resistance to lightning and thunder damage while they are within 30 feet of you.

Avatar of the Storm

At 20th level, you can invoke the powers of elemental air to become an avatar of the storm. Using your action, you can cause wind to swirl around you, creating a mini-storm with you at its eye. For the next hour, the following effects take place:

  • Wind propels you upward, granting you a flying speed of 60 feet.
  • You have immunity to lightning and thunder damage.
  • Each creature of your choice that starts its turn within 60 feet of you must succeed on a Strength saving throw against your spell save DC or be pushed 15 feet horizontally in a direction of your choice.
  • 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.

Once you use this feature, you can't do so again until you complete a long rest.

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