Ranger Conclave: Storm Warden

by FrostBladestorm

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Ranger: Storm Warden

Storm wardens understand the wrath of nature better than anyone. They harness the power of unpredictability through storms, warping air currents around themselves to empower their own abilities and manipulate the world they walk. Rangers that follow this path know how quickly the world can change and how powerful a storm of all kinds can be.

Storm Warden Features
Ranger Level Feature
3rd Storm Warden Magic, Storm Weapon,
Forecast
7th Rushing Wind, Stormskin
11th Tempest Weapon
15th Lightning Rod

Storm Warden Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Storm Warden Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Storm Warden Spells
Ranger Level Spells
3rd feather fall
5th gust of wind
9th lightning bolt
13th storm sphereXGE
17th control windsXGE

*If you do not have access to Xanathar's Guide to Everything, you can substitute control water and cloudkill in place of the XGE spells.

Storm Weapon

At 3rd level, you have learned to channel the power of lightning into a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with, and make it your storm weapon until the end of your next long rest. Your storm weapon has the following benefits:

  • All damage dealt by a weapon attack with your storm weapon becomes lightning damage.
  • When you roll a 20 on your attack roll, the target must make a Constitution saving throw against your ranger spell save DC, becoming stunned on a failure until the beginning of your next turn.
  • When you take the Attack action, you can choose to supercharge your weapon until the end of your turn (no action required), emitting a thunderous boom audible out to 300 feet. The first time you hit with an attack roll while your weapon is supercharged, the target takes an extra 1d6 thunder damage and you can push the creature up to 10 feet away from you in a straight line. When you reach 11th level in this class, the extra damage dealt by this feature increases to 2d6.

Forecast

Also at 3rd level, you can spend 1 minute to accurately

predict what the weather will be at your location for the next 24 hours.

Rushing Wind

At 7th level, you can temporarily channel air currents into your movement. As a bonus action, your speed increases by 15 feet, your jump height and distance are tripled, and you don’t take fall damage. These benefits last until the end of your turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

Stormskin

Also at 7th level, you gain resistance to lightning and thunder damage.

Tempest Weapon

Beginning at 11th level, your storm weapon's energy becomes increasingly chaotic, allowing it to disrupt even the hardiest resistances. When you attack with your storm weapon, you ignore resistance to lightning damage.

Furthermore, you have advantage on attack rolls with your storm weapon if the target is wearing armour made of metal, and your storm weapon.

Lightning Rod

Finally, at 15th level, as a reaction when a creature you can see takes lightning damage, you can draw upon the energy of the attack to use as a temporary barrier. You gain temporary hit points equal to half the lightning damage the creature takes, up to a maximum of twice your Ranger level.


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