Ranger: Storm Strider
Across the expansive lands found throughout the world, vicious storms and environments threaten the safety of every bug who traverses them. Gale force winds that blow sparking Lumaflies through the air; Debilitating fog that threatens the very concept of direction; Storms that would push back even the Wyrms of old. It is in these lands where nature’s wrath is made manifest that the Storm Striders are found. Heroic bugs that seek to protect travelers and rescue the lost, who have devoted themselves to conquering the Storm.
Storm Strider Features
| Ranger Level | Archetype Features |
|---|---|
| 3 | Storm Strider Spells, Rolling Fog, Weather Sense |
| 7 | Storm Shot |
| 11 | Storm Shelter |
| 15 | Epicenter |
Storm Strider Spells
You learn an additional spell when you reach certain levels in this class, as shown in the Storm Strider Spell Table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. You can only choose a single spell per spell level on the list. The others are NOT added to your list of potential spells you can learn. You may change a spell learned from the table with another of the same level from the table once when you gain each additional ranger level. It must be for a spell level you can cast.
Storm Strider Spells
| Level | Spells |
|---|---|
| 3 | Create or Destroy Water or Ice Knife or Thunderwave |
| 5 | Misty Step or Snilloc's Snowball Storm or Warding Wind |
| 9 | Call Lightning or Sleet Storm or Thunderstep |
| 13 | Ice Storm or Storm Sphere or Watery Sphere |
| 17 | Cone of Cold or Control Winds or Maelstrom |
Rolling Fog
Storm Striders are followed by a perpetual mist, haze or fog. They are harbingers of inclement weather and as the environment shifts around them, their fog acts as an omen. You learn the Fog Cloud spell. This is not counted against your number of spells known. You can cast this spell without consuming a spell slot a number of times equal to your PB per long rest. When you do so, it does not require concentration, but the spell only lasts for a minute when cast this way. It cannot be dispersed by wind; you can see clearly within it and you can spend a bonus action to move the center of the cloud up to 30ft each turn.
Weather Sense
You have unparalleled senses in the face of the very worst weather in existence. You gain proficiency in the Survival (WIS) skill. If you already have proficiency, you gain expertise in it. In addition, you gain the following benefits:
- You have advantage on saving throws made against the effects of inclement weather (wind, snow, ice, temperature, etc) as well as for checks made to navigate them.
- You have knowledge of which way is North at all times, can perfectly recall paths even in the strongest of storms, and cannot become lost by non-magical means while within them.
- You can accurately predict when storms and other inclement weather are approaching, as well as their severity: light, moderate, dangerous or deadly.
Storm Shot
A Storm Strider is able to channel the maelstroms they traverse into power. At 7th level, as an action, you can choose to use a Storm shot, as listed below. You fire the shot from a ranged weapon. The type of saving throw, damage and additional effects are determined by the shot. The DC is equal to your Spell Save DC, and a creature that succeeds on their saving throw takes half damage and suffers no adverse effect. Any range listed is the weapon’s standard range.
- Wind – You fire a shot spinning with a tiny cyclone. Target one space within range. Any creature within 5ft of that space must succeed a STR saving throw or take 2D8 Slashing damage and fall prone as a small windstorm erupts where the shot lands.
- Lightning – You let loose a shot that crackles like a bolt of lightning. Every creature in a 30ft line from you must succeed a DEX saving throw or take 2D8 Lightning damage.
- Rain – You fire upward, and your shot splinters into countless shards that fall like rain. Choose one space within range. Every creature within 15ft of the space must succeed a DEX saving throw or take 1D12 Piercing Damage. This area becomes difficult terrain until the end of your next turn (regardless of the save).
- Ice – Your shot explodes out in a flurry of snow and ice. Any creature within a 20ft cone must succeed a CON saving throw or take 2D8 Cold Damage and has its speed reduced to 0 on its next turn.
You can only use each shot once per long rest. You regain an expended shot of your choice if you score a Critical Hit on a ranged weapon attack. At level 11 each Shot’s damage increases by 1 of its respective damage dice. At level 15 you can use each shot twice per long rest.
Storm Shelter
At level 11, you gain the ability to weather storms and take cover. When you cast the Fog Cloud spell, you gain resistance to Cold, Lightning and Thunder damage until it ends. Additionally, whenever you make a STR, DEX or CON saving throw while within the cloud, you can add your WIS modifier to the roll.
Additionally, when rolling ability checks for Insight (WIS), Nature (INT), Perception (WIS) or Survival (WIS) while in or pertaining to storms and weather, any roll of 8 or lower is treated as a 9 instead.
Epicenter
At 15th level, the Storm Strider doesn’t just survive storms, they become their source. As an action, you magically create a storm, centered around you, that expands 120 ft out from you in all directions. The storm moves with you. The storm goes around corners and over walls. You can choose a number of creatures, including yourself, to be immune to its effects up to a number equal to your WIS modifier. The storm selected determines its effect. It lasts for ten minutes and cannot be dispersed by non-magical means. All saving throw DCs required are equal to your Spellcasting Save DC. The available storms are listed below:
- Hurricane: When this storm begins, gale force winds bellow out from the skies. When the storm begins, and at the start of each of your turns, roll a D4 to determine the direction of the wind (1: North, 2: East, 3: South, 4: West). While active, the movement speed of all creatures within the storm is reduced by half in every direction except the direction of the wind. Flying creatures must succeed a STR throw or fall to the ground, taking fall damage and being knocked prone. Additionally, any Ranged attack made in any direction other than the flow of the wind are made at disadvantage. This disadvantage cannot be negated.
- Monsoon: When this storm begins, a deluge of water falls from the sky, flooding the field. All fires, including magical ones cast at 5th level or below, are immediately extinguished. No new fires can be ignited and all creatures within range gain resistance to fire damage. The area within 30 feet of the center of the storm is treated as very difficult terrain (3 feet of movement for every 1) and any creature that breathes water can breathe in the storm’s area. At the start of your turn, any creature within 30 ft of you must make a STR saving throw or be pushed back to the end of the 30 ft range.
- Blizzard: A blinding flurry of ice and snow erupts from you, engulfing the area of the storm. Every creature must make a CON saving throw. On a failure, a creature is frozen in place. Its movement is reduced to 0 and it can only take an action or bonus action. At the end of each frozen creature’s turn, they take 7 Cold damage and can reroll the saving throw. On a successful save, a creature is freed from the effect. As an bonus action while the storm is active, you can target one creature in the storm. The creature immediately takes 7 cold damage, and they must again make a CON saving throw or suffer the effects of the storm. Fire damage immediately frees a frozen creature.
- Lightning Storm: The Sky ignites with bolts of godlike power, and thunder deafens the horizon. When this storm begins and until it is dispersed, every creature is considered to be deafened. At the start of each creature’s turn, each creature rolls a D20. On a roll of 10 or lower, a bolt of lightning strikes down. Every creature within 5 ft of the creature when the bolt strikes (including those under this ability’s protection) must make a DEX saving throw. On a failed save, they take 3D10 Lightning damage, or half as much on a successful save. Creatures wearing or made of metal have disadvantage on their saving throws.
You can only use this ability once per long rest. Once the storm clears, you suffer a level of exhaustion.
Game Credit
This Subclass was inspired by the game Hollow Knight by Team Cherry. A labor of love made solely for entertainment purposes and not-for-profit. No copyright infringement is intended.
Designed by: Nick