Base Class: Ranger
Storm Riders look to the skies and use the natural forces that come from it. Some live in the mountains and let the clouds roll over them, others choose to hunt down air elementals using their own methods. Cloud Giants are known to employ Storm Riders to guard their homes and do their biddings. Most choose a nomadic lifestyle, letting the winds direct their actions. They can be seen storm chasing for fun, challenging the god of storms to do their worst.
Storm Rider Magic
3rd-level Storm Rider feature
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Storm Rider Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Storm Rider Spells
| Ranger Level | Spells |
|---|---|
| 3rd | thunderwave |
| 5th | misty step |
| 9th | call lightning |
| 13th | resilient sphere |
| 17th | conjure elemental |
Ride The Winds
3rd-level Storm Rider feature
Always having the wind to your back has invigorated you to push you to you limits. You gain an extra 15ft of movement speed. Additionally, you can use the dash action as a bonus action.
Lightning Lash
3rd-level Storm Rider feature
You call upon the powers of the storm to strike your enemies. Once per turn, you can infuse your weapon with a lightning bolt. Melee weapons gain an additional 5ft of range and ranged weapons can be shot at max distance without disadvantage. You also deal 1d6 extra lightning damage.
The extra damage increases to 2d6 when you reach 11th level in this class.
Strength of the Storm
7th-level Storm Rider feature
You have endured the toughest of storms for majority of your life, so you have learned to face these elements head on. You gain resistance to lightning and thunder damage.
Fog of War
11th-level Storm Rider feature
The tides of battle can be swayed purely due to the clarity of the battlefield, and you harness your inner storm to aid you and your allies in combat.
As an action, you send in a 20ft long, 10ft high square of fog with you at the center. Any hostile creatures who start their turn in or enter this fog must make a Wisdom Saving Throw equal to your Spell Save DC or be enveloped in the clouds. On a failed save, all attacks the creature makes are at disadvantage, and all attacks made to the creature are made with advantage. The fog cloud also makes the area heavily obscured to anyone outside of the fog cloud itself.
The fog cloud lasts for 1 minute before dissipating.
You can use this feature once before having to recharge on a long rest.
As a bonus action, you can move the Fog of War 30ft in any direction.
Storm Cloud Calvary
15th-level Storm Rider feature
Looking to the storm clouds for their majestic might, you have learned to manifest one for your use. As an action, you summon a thunder cloud that you can ride, you gain the following features for one minute:
Your cloud has a flying speed of 60ft and can hover. While on your storm cloud, hitting a creature with lighting lash causes the creature to take an extra 5d6 lightning damage.
If an allied creature within 60ft of you is attacked by a hostile creature, you can create a thunderous explosion in retaliation, dealing 4d6 thunder damage to the hostile creature. You can do this special opportunity attack 3 times before needing to recharge on a long rest.
You have advantage on checks made to stay on your storm cloud, and gain all the benefits as if you were mounted.
You can use this feature 3 times before having to recharge on a long rest.
Previous Versions
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5/23/2023 8:23:02 PM
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35
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7
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Coming Soon
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