Fighter
Base Class: Fighter

As Stormblade hone their skills, they gain mastery over electric energy, becoming swift and unpredictable forces on the battlefield. With a single swing, they can unleash bolts of lightning, teleport in a flash, and even summon the wrath of a storm to strike down foes. Fueled by a bong with tempestuous forces, they embody the storm itself, wielding thunder and lightning as deadly extensions of their might

Level 3: Thunderous Strikes

Your connection to the storm allows you to channel its raw power though your weapon strikes. When you hit a creature with a melee weapon attack you can choose to deal an additional 1d4 lightning damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Additionally, if you're wielding a weapon that deals lightning damage, your weapon attacks score a critical hit on a roll of 19 or 20.

Level 7: Storm's Resilience

The fury of the storm has toughened your body. You gain resistance to lightning damage and thunder damage.

Level 10: Flash Step

Your bond with lightning lets you move with incredible speed. As a bonus action, you can teleport up to 30 feet to a point you can see. When you arrive, you unleash a burst of electric energy that deals lightning damage equal to your proficiency bonus to each creature within 5 feet of your destination. 

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.

Level 15: Tempest Strike

Your attacks become even more charged with energy. When you hit with a melee weapon attack, you can expend one of your attacks to channel a bolt of lightning through your target. This attacks deals an additional 3d8 lightning damage, and the target must make a Constitution saving throw (DC= 8+ your proficiency bonus + constitution modifier). On a failure it is stunned until the end of your next turn.

You can use this feature once per short or long rest.

Level 18: Eye of the Storm

You become a living conduit of the storm's wrath. As an action you can enter a storm state for 2 turns. While in this state:

  • You have advantage on attack rolls made with melee weapons that deal lightning or thunder damage
  • Once on each of your turns, when you hit a creature with a melee weapon attack, you deal an additional 1d10 lightning or thunder damage
  • You gain flying; your flying speed is equal to your walking speed, but you must end your turn on solid ground, or you fall.

After using this feature, you must complete a long rest before you can use it again.

Comments

Posts Quoted:
Reply
Clear All Quotes