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Stormwalker

Class

Stormwalker circles are formed from a variety of backgrounds—former sailors, cults formed in the wake of dragon turtles, and coastal hermits alike—and their outlook on civilization is just as varied. Whether their power came from study, birthright, or blessing, these druids summon the storm wherever they go, bringing down destruction on their enemies with all the force of a raging tempest.


Level 2Constant Storm

At 2nd level, choose lightning or thunder damage. When you cast a spell that would do damage, you can change its damage type to the chosen type. In addition, your storm magic invigorates those around you. Whenever you cast a spell of the lightning or thunder school, roll a number of d4s equal to the spell’s level. You and allied creatures within 10 feet of you regain a number of hit points equal to the result.


Level 2Thunderstrike

Also at 2nd level, as a bonus action, you may call down a bolt of lightning or a clap of thunder (whichever you chose from Constant Storm) on a creature within 90 feet of you. Make a ranged spell roll against the target. On a hit, the target takes 1d6 damage of the corresponding damage type. In addition, the creature must make a Constitution saving throw against your spell save DC. On a failure, if you chose lightning, they are rattled ; if you chose thunder, they are deafened . The creature may make another saving throw at the end of each of its turns, ending the effect on a success. When you reach 10th level in this class, the damage increases to 2d6, and on a failure the creature is also knocked prone .


6th LevelStorm Cloak

Starting at 6th level, your druidic powers have given you the ability to wreathe yourself in storm clouds as an action. These clouds act as an aura extending up to 30 feet (chosen each time you use this feature) from you in every direction (but not through total cover ) and lightly obscure the area (see Chapter 7: Adventuring, Vision and Light, Adventurer’s Guide).

The aura requires concentration as if you were concentrating on a spell, and you can maintain this concentration for a number of rounds equal to your Wisdom modifier. Attack rolls to use your Thunderstrike feature are made with a 1d6 expertise die if the target is within this aura, and its damage on a successful hit increases by 1d6. Additionally, as an action you can alter the weather within the aura by one degree of precipitation, temperature, or wind, as per the spell control weather . The level of precipitation in this aura begins at a 3. The changes you choose to make happen instantly and disappear once you stop concentrating. Once you reach 14th level in this class, the maximum range of this feature increases to 50 feet.

You must be outdoors to use this feature and you can only concentrate for half the usual amount of rounds if you do not have a clear path to the sky. Once you have used this feature a number of times equal to your Wisdom modifier, you cannot use it again until you have finished a short or long rest.


10th LevelAwe-Inspiring Storm

At 10th level your abilities are a rallying point for your allies. While you are concentrating on your Storm Cloak feature, any attack or saving throw made by an ally within 30 feet of you gains an expertise die .


14th LevelLightning's Embrace

At 14th level, the energy of the storm constantly crackles under your skin. When a creature hits you with a melee weapon attack and the weapon is made of metal, you can use your reaction to force it to make a Dexterity saving throw . On a failure it takes 3d10 lightning damage or half as much on a success. Once you have used this feature a number of times equal to your Wisdom modifier you cannot use it again until you finish a long rest .