The Stormbringer is a master of elemental chaos, wielding the power of storms through a mysterious curse on their hand. This class combines martial prowess with the raw energy of lightning and thunder, allowing Stormbringers to become a force of nature on the battlefield.
The Stormbringer is a versatile class that excels in both offense and defense. They can control the battlefield by manipulating the weather, unleashing devastating storm attacks, and adapting to various environments. The curses on their hands give them a unique connection to mythical creatures, shaping their abilities and defining their role as storm-wielding champions.
hit dice:
1d10
hit points at 1st level:
1d10 + Constitution Modifier
hit points at higher levels:
1d10 + Constitution Modifier per level
armor proficiencies:
Light and medium armor
weapon proficiencies:
Simple weapons, martial weapons
tools:
Navigators Tools
saving throws:
Strength, Constitution
skills:
Choose two from Athletics, Acrobatics, Nature, Perception, Survival
starting equipment:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) five javelins or (b) any simple melee weapon
- (a) an explorer's pack or (b) a dungeoneer's pack
- A token of the curse on the back of your hand (a storm-shaped mark or a tattoo)
spellcasting:
class features:
Storm Curse (1st level):
At 1st level, a powerful storm curse marks your hand, granting you control over the forces of nature. As a bonus action, you can channel the storm's power to gain temporary hit points equal to your Stormbringer level + your Constitution Modifier. You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses after a long rest.
Stormforged Resilience (2nd level):
Starting at 2nd level, the storm within you grants you resilience against the elements. You gain resistance to lightning and thunder damage. Additionally, you have advantage on saving throws against being frightened.
Eyes of the Storm (3rd level):
At 3rd level, you gain the ability to see through the chaos of a storm. You have advantage on Wisdom (Perception) checks that rely on sight while you are in a storm or similar weather conditions.
Ability Score Improvement (4th level): When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Channel Storm (6th level):
At 6th level, you can channel the storm's energy to enhance your attacks. Once per turn, when you hit a creature with a weapon attack, you can deal additional lightning or thunder damage equal to your Stormbringer level.
Stormborne Movement (7th level):
At 7th level, you gain the ability to move with the swiftness of a storm. As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses after a short or long rest.
Ability Score Improvement (8th level): When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Ride the Lightning (10th level):
Beginning at 10th level, you can move through a storm as if it were open terrain. When you are in stormy weather or a similar natural environment, difficult terrain doesn't slow your group's travel. Additionally, you can use your reaction to deflect ranged attacks with a burst of lightning. When you are hit by a ranged attack, you can use your reaction to impose disadvantage on the attack roll.
Thunderous Strikes (11th level):
Beginning at 11th level, your weapon attacks carry the booming resonance of thunder. Whenever you hit a creature with a weapon attack, you can force the target to make a Strength saving throw against your Stormbringer spell save DC. On a failed save, the creature is pushed 10 feet away from you and knocked prone. Once you use this feature, you can't use it again until you finish a short or long rest.
Ability Score Improvement (12th level): When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Storm Conduit (14th level):
At 14th level, you have mastered the art of channeling the storm's power. You gain the ability to absorb and redirect incoming energy attacks. When you take lightning or thunder damage, you can use your reaction to absorb the energy, gaining a number of Storm Points equal to the damage taken.
- As a bonus action, you can expend these Storm Points to unleash a potent counterattack. Choose a creature within 60 feet, and the storm energy stored within you erupts in a focused beam. The target must make a Dexterity saving throw against your Stormbringer spell save DC, taking damage equal to the Storm Points expended, on a failed save, or half as much on a successful one. The damage can be a mix of lightning and thunder, and you can choose how to allocate it.
- Additionally, you gain advantage on saving throws against spells or effects that deal lightning or thunder damage.
Ability Score Improvement (16th level): When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Storm's Wrath (18th level):
Starting at 18th level, you can unleash the full fury of the storm as an action. Each creature of your choice within a 30-foot radius must make a Dexterity saving throw against your Stormbringer spell save DC, taking 8d10 lightning damage and 8d10 thunder damage on a failed save, or half as much on a successful one. After using this feature, you can't do so again until you finish a long rest.
Ability Score Improvement (19th level): When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Aspect of the Eternal Tempest (20th level):
At 20th level, you can assume the form of the Eternal Tempest for a limited time. As an action, you transform into a being of pure storm energy, gaining the following benefits for 1 minute:
- Storm's Embrace: You emanate an aura of storm energy in a 30-foot radius. All enemies in this area must make a Constitution saving throw against your Storm Warden spell save DC at the start of their turn or take 6d10 lightning damage. Creatures that fail their saving throw are also stunned until the start of their next turn.
- Unleash the Elements: Once during this transformation, you can unleash a devastating storm attack. Choose a point within 120 feet. A bolt of lightning strikes that point, and each creature in a 30-foot radius must make a Dexterity saving throw against your spell save DC, taking 10d10 lightning damage and 10d10 thunder damage on a failed save, or half as much on a successful one.
- Storm Mastery: You gain resistance to all damage, and you are immune to being paralyzed, stunned, or frightened.
subclass options:
These subclasses are based off what creature is killed first to obtain power.
Kraken's Fury
Your curse has evolved into a connection with the deep sea and the mighty Kraken. As a Stormbringer with Kraken's Fury, you harness the power of the ocean depths.
Sea's Embrace (3rd level): You gain the ability to breathe underwater, and your swim speed equals your walking speed. Additionally, you can communicate telepathically with creatures within 60 feet that can breathe underwater.
Tentacle Grasp (6th level): You can use your bonus action to summon spectral tentacles that lash out at a creature within 10 feet of you. The target must make a Strength saving throw or be restrained until the start of your next turn.
Ink Cloud (10th level): As a reaction when you take damage, you can release a burst of ink, imposing disadvantage on all attack rolls against you until the start of your next turn.
Kraken's Wrath (14th level): Once per long rest, you can unleash the Kraken's wrath. Summon a spectral Kraken must say within 60ft of the user, and is controlled by the user. (Check Spectral Kraken Statblock - 1358915)
Tempest's Dominion (20th level):
At 20th level, you achieve mastery over the storm, becoming a living embodiment of the Kraken's fury. You can cast the "Control Water" spell at will without expending a spell slot. Additionally, once per long rest, you can unleash a colossal surge of power. All creatures within a 60-foot radius centered on you must make a Strength saving throw. On a failed save, they are restrained and take 12d10 lightning and 12d10 cold damage. On a successful save, they take half damage and are not restrained.
Ghostship's Whisper
Your curse has transformed into a haunting connection with a spectral ghostship. As a Stormbringer with Ghostship's Whisper, you wield the ethereal power of the restless sea.
Ghostly Visage (3rd level): You gain advantage on Dexterity (Stealth) checks, and you can move through other creatures and objects as if they were difficult terrain.
Cursed Cannon (6th level): Once per turn, when you deal damage with a weapon attack, you can choose to deal an additional 1d8 force damage.
Ethereal Step (10th level): You can use your bonus action to become ethereal until the start of your next turn. While ethereal, you can move through other creatures and objects, and they pass through you.
Spectral Barrage (14th level): Once per long rest, you can summon a barrage of spectral cannonfire. Each creature in a 20-foot cone must make a Dexterity saving throw, taking 10d10 force damage on a failed save, or half as much on a successful one.
Eternal Haunting (20th level):
Upon reaching 20th level, your connection with the ghostship transcends the mortal realm. You gain the ability to become ethereal at will, allowing you to phase in and out of the material plane as a bonus action. While ethereal, you are immune to all damage and can move through objects and creatures. This state lasts until you choose to end it as a bonus action.
Leviathan's Roar
Your curse has evolved into a connection with the colossal Leviathan. As a Stormbringer with Leviathan's Roar, you command the power of the ocean's mightiest beast.
Aquatic Affinity (3rd level): You gain advantage on Strength (Athletics) checks made in water, and you can swim at your full speed.
Tidal Slam (6th level): Once per turn, when you hit a creature with a melee weapon attack, you can attempt to shove the target. If you succeed, the target is knocked prone.
Whirlpool Aura (10th level): You can create a 10-foot radius aura of churning water. Creatures that start their turn or enter the aura for the first time on a turn must succeed on a Strength saving throw or be restrained until the start of their next turn.
Leviathan's Surge (14th level): Once per long rest, you can summon the power of the Leviathan. Water surges around you, creating a 30-foot cone. Creatures in the cone must make a Strength saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much on a successful one.
Colossal Surge (20th level):
At 20th level, your mastery over the Leviathan's power reaches its zenith. Once per long rest, you can summon the colossal force of the Leviathan in a grand display. A massive tidal wave crashes over a 60-foot cone originating from you. All creatures in the area must make a Strength saving throw. On a failed save, they take 15d10 bludgeoning damage, are knocked prone, and are restrained until the start of their next turn. On a successful save, they take half damage and are not restrained.
Hydra's Resilience
Your curse has taken on the form of the Hydra, a mythical serpentine creature with regenerative powers. As a Stormbringer with Hydra's Resilience, you embody the enduring and regenerative nature of the Hydra.
Regenerative Essence (3rd level): At the start of each of your turns, you regain hit points equal to your Constitution modifier if you have at least 1 hit point.
Multiheaded Strike (6th level): Once per turn, when you hit a creature with a melee weapon attack, you can make an additional attack with a different weapon against the same target as a bonus action.
Hydra's Endurance (10th level): You gain advantage on saving throws against being poisoned, and you have resistance to poison damage.
Hydra's Fury (14th level): Once per long rest, you can unleash the fury of the Hydra. For 1 minute, you gain an additional head for each enemy you defeat. Each head grants you an extra attack on your turn. At the end of the duration, any additional heads vanish.
Eternal Regeneration (20th level):
Upon reaching 20th level, your connection with the Hydra's regenerative powers becomes boundless. You gain the ability to regenerate lost heads, and you can now have a maximum of five heads. Each head grants you an additional attack on your turn. Additionally, whenever you take damage that reduces you to 0 hit points, you can instantly regain hit points equal to 5 times your Stormbringer level, and you can regrow any lost heads.
Summoned Kraken Statblock
Large to Huge celestial, aquan, chaotic evil
Armor Class: 15
Hit Points: 150 15d12+60
Speed:
20 Feet
, swim: 60 Feet
Saving Throws: STR +8, DEX +5, CON +8
Skills: Perception: +4
Damage Resistances: Lightning, Cold
Condition Immunities: Prone
Senses: Darkvision: 120 ft
Passive Perception: 14
Languages: Understands Aquan but can't speak
Challenge Rating: 10
( 5,900 XP)
Special Abilities
Gills: Can breathe underwater
Ink Cloud (Recharge 5-6): As a reaction, the spectral kraken can release a cloud of ink in a 20-foot radius. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the kraken can use a bonus action to teleport to an unoccupied space within 60 feet.
Multiattack: The spectral kraken makes three tentacle attacks.
Actions
Tentacle: Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 2d8+4 bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until the grapple ends, the target is restrained, and the kraken can't use the same tentacle on another target.
Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target grappled by the kraken. Hit: 3d10+4 piercing damage.
Lightning Surge (Recharge 6): The spectral kraken releases a surge of electrical energy in a 40-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d8 lightning damage on a failed save, or half as much damage on a successful one.
Constrict: The kraken makes one tentacle attack against a grappled creature. If the attack hits, the target takes 2d8+4 bludgeoning damage, and it is stunned until the grapple ends.
Swallow: The kraken makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 4d8 acid damage at the start of each of the kraken's turns. If the kraken takes 20 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.