Base Class: Ranger
This Homebrew is experimental. Its ability to balance with official content is unknown, terminology and wording may be misleading, and it may be updated suddenly. Consult your DM before using as a player, consider its effects on your campaign before using as a DM. Comments and advice on this Homebrew are welcome and requested.
When first created, Stormguides were a specialized form of guard for defending Cities and Roads, ones that focused on this task in the middle of the wind, rain, and lightning of storms. While even an experienced Stormguide still had trouble in the middle of a high-wind gale, they soon learned to utilize the same primal power behind the storms they were required to travel through. Now Stormguides are Rangers trained in the primal powers first used by the original Stormguides. Although some still choose to follow the same duty as the First Generation, to be a Stormguide only requires being taught in these primal powers, or reaching the same understanding.
Stormguide Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Stormguide Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Stormguide Spells
| Ranger Level | Spell |
|---|---|
| 3rd | thunderwave |
| 5th | gust of wind |
| 9th | call lightning |
| 13th | ice storm |
| 17th | commune with nature |
Wind Blessed Stride
When you select this archetype at 3rd level, your movement speed increases by 5 feet. In addition, creatures that take an opportunity attack because of your movement have disadvantage on their attack roll.
Blitz Blade
Starting at 3rd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal lightning damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
Booming Step
At 7th level, you can use this feature to take the Dash action as a bonus action. When you do so, at the end of your turn, creatures within 5 feet of where you moved through during your turn, must make a Constitution saving throw against your Ranger Spell Save DC or take 1d8 thunder damage. At 15th level, this damage increases to 2d8.
You may use this feature a number of times equal to your Wisdom modifier. You regain all uses after a long rest.
Storm Explorer
At 11th level, you are not only experienced in using the storms of nature, but traveling through storms. You gain the following benefits:
- You have advantage on the Constitution saving throw against Extreme Cold.
- You have advantage on all saves against being pushed or knocked prone.
- You no longer receive disadvantage on Wisdom (Perception) checks due to Strong Wind or Heavy Precipitation.
Reverberation
At 15th level, when you take lightning or thunder damage, you can as a reaction, regain a spell slot. The maximum level of the spell slot you can regain is equal to one-tenth (rounded down) the lightning or thunder damage that trigger the reaction. If you take less then 10 damage, you can't use this reaction to regain a spell slot, and this feature doesn't allow you to regain a 6th level or higher level spell slot.
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