Base Class: Ranger
Those of the Stormwarden Conclave are two-blade rangers trained in an ancient fey art, charged with the defence of the natural world, wielding their two weapons in a storm of steel. Based on the Stormwarden Ranger Paragon Path from 4e, Stormwardens are furious hunters of all that would bring harm to the wilds.
Stormwarden Magic
You learn an additional spell when you reach certain levels in this class, as shown in the Stormwarden Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Stormwarden Spells
|
Ranger Level |
Spell |
|
3rd |
Thunderous Smite |
|
5th |
Blur |
|
9th |
Haste |
|
13th |
Storm Sphere |
|
17th |
Steel Wind Strike |
Stormwarden's Guard
You gain the Two-Weapon Fighting style if you didn’t have it already. Your movement speed increases by 10 feet. While you are wielding two weapons that deal slashing damage and are wearing light armour, you can use your reaction when you are hit by an attack to increase your AC by an amount equal to your Wisdom modifier for that attack.
Stormwarden's Charge
The Stormwardens are an ancient order of fey guardians, charged with protecting a specific area. You can speak, read and write in Sylvan. When you join this conclave, you designate or are designated an area of ground (talk to your DM about this). This may be a section of a biome, a building, or some other important location that is no greater than one mile along any side. You have advantage on all Wisdom (Survival) checks made within this area, and to Intelligence checks made to remember information about points of interest or creatures that live in the area. In addition, whenever you are in combat within your Stormwarden’s Charge area, every attack deals additional lightning damage equal to your Wisdom modifier.
Stormstep
When you reduce a creature to 0 hit points with a melee attack, you can teleport to an unoccupied space within 30 feet of you that is adjacent to a hostile creature as a reaction.
Twin Fangs of the Storm
Your melee weapon attacks score a critical hit on a natural roll of 19 or 20. Whenever you land a critical hit with a melee weapon attack, you deal 1d6 additional lightning damage to the target and all creatures of your choice within 5 feet of it.
In addition, whenever you use your bonus action to engage in two-weapon fighting, you have advantage on the attack roll.
Onslaught of Thunderous Steel
Once per turn at the end of each of your turns, if you hit one creature with three or more melee weapon attacks that turn, you can use your reaction to make another attack against that creature.
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