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## Static Striker Archetype ### The Static Striker is a hunter who has taken the essence of the great elemental powers of the storm, able to transform their bodies into lightning through magical means. They use this power to hunt creatures of the Material Plane, fighting with unmatched and overwhelming speed and the might of the storm. Static Strikers most often are this way by being exposed to the grand storm of the Kraken's Den. Others may have boons from a djinni, training by a druidic circle, the teachings of an elder tempest, or a blessing from Brikal, Dailadula, Enthrope, Huit Rao, Ferragal, Luatha, Phyr, Saansurei, or Tiamat. ### Static Striker Magic You learn an additional spell when you reach certain levels in this class, as shown in the Static Striker Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. ##### Static Striker Spells | Ranger Level | Spells | |:---:|:-----------:| | 3rd | *witch bolt* | | 5th | *misty step* | | 9th | *thunder step* | | 13th | *storm sphere* | | 17th | *steel wind strike* | ### Elemental Form At 3rd level, you gain the language and mobility of the storm itself. You learn to speak, read, and write Primordial. You can choose to ignore difficult terrain for that round at the beginning of your turn. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses of this feature when you finish a long rest. ### Static Strikes At 3rd level, your body can shift to a form of elemental lightning. Once on each of your turns, immediately after you hit a creature with an attack, your chaotic lightning form can do one of the following things: - The attack's target takes 1d6 lightning damage. - The attack's target must succeed on a Constitution saving throw against your spell save DC or not be able to take reactions until the end of your next turn. - You can move 5 feet in a direction of your choice without taking attacks of opportunity. \columnbreak ### Warrior of the Storm At 7th level, you learn to take on a primordial form of lightning. As a bonus action, you can choose to shift into this form for 1 minute or until you end it as a bonus action. While transformed, you gain the following abilities: - You are resistant to lightning damage. - As a bonus action, you can teleport in a line up to 30 feet long to an unoccupied space. Creatures in the line must make a Dexterity saving throw against your spell save DC, taking 2d6 lightning damage on a failed save, or half as much on a successful one. You can transform a number of times equal to your proficiency bonus. You regain expanded uses of this feature when you finish a long rest. ### Greater Squall At 11th level, your transformation becomes even more powerful. Your Static Strikes grow stronger in the following ways while in your Warrior of the Storm form: - The damage of Static Strikes increases to 1d8. - If a creature fails a saving throw against Static Strikes, they have disadvantage on weapon attacks until the end of your next turn. - When you move with Static Strikes, creatures within 5 feet take lightning damage equal to half your proficiency bonus (rounded up). Additionally, you can now move up to 10 feet. ### Invulnerable Tempest At 15th level, you can fully turn to lightning, reaching the peak of your transformation. While in your Warrior of the Storm form, you are resistant to bludgeoning, piercing, and slashing damage and immune to lightning damage. \pagebreak > ##### Variant: Other Strikers > While many of these rangers call upon the elemental storm and lightning to alter their bodies, there are a few other ways that these powers may manifest. With your DM's permission, you can choose one of the following variant options when you choose this subclass. > > ***Acrid Striker.*** You can take on a form of swift ooze or aberrant horror. For the subclass features, you deal and are resistant and immune to acid damage instead of lightning damage. Instead of *witch bolt* and *storm sphere*, you learn the *Tasha's caustic brew* and *vitriolic sphere* spells at 3rd and 13th level respectively. > > ***Bright Striker.*** You take the form of light or incorporeal celestial radiance. For the subclass features, you deal and are resistant and immune to radiant damage instead of lightning damage. Instead of *witch bolt* and *storm sphere*, you learn the *faerie fire* and *sickening radiance* spells at 3rd and 13th level respectively. > > ***Frigid Striker.*** You become a cold elemental wind, a chilling phantom, or a bolt of ice. For the subclass features, you deal and are resistant and immune to cold damage instead of lightning damage. Instead of *witch bolt* and *storm sphere*, you learn the *frost fingers* and *ice storm* spells at 3rd and 13th level respectively. > > ***Sable Striker.*** You can disperse into shadows, pure negative energy, or a necromantic echo. For the subclass features, you deal and are resistant and immune to necrotic damage instead of lightning damage. Instead of *witch bolt* and *storm sphere*, you learn the *arms of Hadar* and *shadow of Moil* spells at 3rd and 13th level respectively. > > ***Scorching Striker.*** You can become elemental fire or scorching winds. For the subclass features, you deal and are resistant and immune to fire damage instead of lightning damage. Instead of *witch bolt* and *storm sphere*, you learn the *burning hands* and *wall of fire* spells at 3rd and 13th level respectively.