Base Class: Fighter
Storm Knights are the champions of the northern region of Lithlhiem. They use the elemental teachings of Tempest clerics with the martial training of Eldritch Knights to create their own maelstrom in combat.
Eye of the Storm
Gain resistance to lightning and thunder damage.
Call Weapon
You may spend 10 minutes to bond with a weapon of your choice. When bonded, if the weapon does not have the "thrown" property, it gains it with a 30/60ft range. If the weapon already had the "thrown" property, double its range. Weapons with the "Heavy" property have a throwing range of 15/30ft.
At 11th Level, you may bond with a second weapon.
At 19th Level, you may bond with a third weapon.
Maelstrom Strikes
Your bonded weapons count as magical and deal lightning or thunder damage instead of their physical damage. You may switch the damage type with a bonus action. Bonded weapons also ignore resistance to the chosen damage type. They deal half damage against enemies with immunity to the chosen damage type.
Whirlwind
You may use your action to throw your bonded weapon to a point, teleport to it, then make an attack against every enemy within melee range of your destination with a -5 to your attack roll. If the point is an enemy, the enemy takes damage from the thrown attack, but no additional attack is made on that enemy.
Power Surge
When you activate Action Surge, until the end of your turn, whenever you kill an enemy with a melee or thrown weapon attack, the excess damage is stored and dealt on your next attack as lightning or thunder damage (your choice). If the last attack on your turn kills an enemy, gain temp. hp equal to the excess damage. This temp. hp lasts for 1 minute or until you use your action surge again.
Previous Versions
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6/7/2019 6:51:40 AM
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Coming Soon
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