Lightning Warden

Lightning Wardens are frontier guardians who patrol storm-scarred ridges and tempest-lashed coasts. They draw power from thunder’s roar and lightning’s flash, wielding electrified arrows that dance through the air like bolts of the gods. Guided by wisdom of weather lore, they track foes through storm-swept wastes by listening for thunder echoes and reading wind currents. Their loyal storm-touched beasts accompany them, fearless in gale and deluge alike. Whether scouting for encroaching horrors or defending isolated settlements, they stand as living storms against those who dare bring chaos.

Class Features

Hit Die d10
Primary Ability Dexterity, Wisdom
Saving Throws Dexterity, Wisdom

Proficiencies

Armor Light Armor, Medium Armor, Shields
Weapons Simple Weapons, Martial Ranged Weapons
Tools Herbalism Kit, Navigator's Tools
Skills Choose 3 from Athletics, Nature, Survival, Perception, Stealth, Animal Handling

Starting Equipment

• Martial ranged weapon and quiver of 20 arrows
• Scale mail or studded leather armor
• Explorer’s pack
• Herbalism kit and navigator’s tools

Class Resources

Storm Points 6 (After a long rest)

Class Abilities

Martial Abilities

Resource Storm Points
Electrified Arrow
Passive 1 Storm Point Level 1

When you hit a creature with a ranged weapon attack, you can spend 1 Storm Point to deal an extra 1d6 lightning damage.

Damage Effect
Damage: 1d6 lightning (+1d6 per 4 character levels)
Thunder Echo Shot
Bonus Action 1 Storm Point Level 2

You fire an arrow imbued with thunder. On hit, it deals 2d6 thunder damage and grants you advantage on Wisdom (Perception) checks to track the target for 1 minute.

Damage Effect
Saving Throw: Constitution
Damage: 2d6 thunder (+1d6 per 4 character levels)
Duration: Instantaneous
Buff Effect
Conditions: Advantage on Wisdom (Perception) checks to locate the target
Duration: 1 minute
Gale-Shaken Shot
Action 2 Storm Points Level 3

You expend 2 Storm Points to blast your target with a gust of wind. On hit, deals 1d8 bludgeoning and 1d6 lightning damage; target is pushed 10 feet away.

Damage Effect
Damage: 1d8 bludgeoning
Damage Effect
Damage: 1d6 lightning
Control Effect
Conditions: Pushed 10 feet
Duration: Instant
Chain Lightning Volley
Action 3 Storm Points Level 5

Spend 3 Storm Points to split your arrow into three bolts. Make three ranged attacks; on a hit each bolt arcs to another creature within 10 feet dealing half the damage.

Damage Effect
Damage: 1d8 lightning (+1d6 per 6 character levels)
Weather Bane
Action 2 Storm Points Level 7

You spend 2 Storm Points to curse one creature you hit with an arrow. The target has disadvantage on saving throws against your lightning or thunder abilities for 1 minute.

Debuff Effect
Conditions: Disadvantage on saves vs. your lightning or thunder abilities
Duration: 1 minute
Stormpiercer Arrow
Action 3 Storm Points Level 9

Spend 3 Storm Points to shoot an arrow that pierces through multiple foes in a line (5-foot wide, 30-foot long). Each creature in line takes 3d8 lightning damage.

Damage Effect
Saving Throw: Dexterity
Damage: 3d8 lightning
Thunderclap Strike
Action 2 Storm Points Level 11

You spend 2 Storm Points to fire a shockwave arrow. On a hit, target and creatures within 5 feet of it must succeed on a Con save or be deafened and stunned until end of your next turn.

Damage Effect
Conditions: Deafened, Stunned
Duration: Until end of your next turn
Storm Surge Shot
Action 4 Storm Points Level 13

Spend 4 Storm Points to unleash a torrent of wind and lightning. All creatures in a 15-foot cone must make a Dex save or take 4d6 lightning plus 4d6 thunder damage (half on save).

Damage Effect
Saving Throw: Dexterity
Damage: 4d6 lightning
Damage Effect
Saving Throw: Dexterity
Damage: 4d6 thunder
Eye of the Storm
Action 5 Storm Points Level 15

You spend 5 Storm Points to create a 10-foot radius zone centered on you for 1 minute. The zone is difficult terrain for foes and grants you and allies lightning resistance.

Buff Effect
Conditions: Allied creatures have resistance to lightning damage
Duration: 1 minute
Control Effect
Conditions: Zone is difficult terrain for enemies
Duration: 1 minute
Tempest Barrage
Action 6 Storm Points Level 17

Spend 6 Storm Points to rain down 10 arc lightning bolts on creatures of your choice within 60 feet. Each target hit takes 2d8 lightning damage.

Damage Effect
Damage: 2d8 lightning

Transformations

Storm Avatar
1 minute 6 Storm Points Level 18

You become an elemental of wind and lightning, your form flickering with arcs of energy.

Changes:

You grow 10 feet taller and emit bright light in a 20-foot radius and dim light 20 feet beyond, You gain immunity to lightning and thunder damage, Your Strength, Dexterity, and Constitution scores each increase by 2, to a maximum of 24

Special Actions:

Shockwave Slam: Melee attack deals 4d8 lightning + 4d8 thunder damage (Proficiency bonus to hit), Gale Flight: You can fly up to 60 feet without provoking opportunity attacks

Limitations:

You can’t revert to your normal form early, You can’t cast spells or use class features that aren’t listed here

Avatar of the Tempest
Concentration, up to 1 minute Concentrate Level 20

At 20th level, you manifest as a living storm. Clouds swirl at your feet and every step crackles with power.

Changes:

Your movement is unlimited flight at 120 feet, All your lightning and thunder abilities auto-crit on a roll of 19 or 20, You radiate an aura of storm: creatures of your choice within 30 feet take 2d10 lightning damage at the start of their turn

Special Actions:

Cataclysmic Roar: Once per minute, you unleash world-shaking thunder. All creatures in 60 feet must make a Con save or drop to 0 HP., Stormcall: You can call down a beam of lightning on a point you can see within 300 feet for 10d10 lightning damage

Limitations:

You can’t regain HP by any means except resting, After transformation ends, you are incapacitated for 1 round

Auras

Weather Prediction
Self Level 2

Your senses attune to shifting skies.

Effect:

You can predict rain, wind, storms, or clear skies up to 12 hours in advance as if you cast augury.

Static Barrier
10-foot radius 1 Storm Point per round Level 10

You emit an aura of crackling energy that impedes foes.

Effect:

Enemies that enter or start their turn in the aura take 1d6 lightning damage and have disadvantage on opportunity attacks against you.

Activation:

Bonus Action

This aura can be toggled on or off.

Companions

Storm-Touched Beast
Beast Companion
Level 3

You gain a loyal beast companion resistant to lightning and thunder. Choose a beast of CR 1 or lower that lacks legendary or magical abilities. The companion uses the Beast Master stat block with the following changes:

Statistics:
HP As normal beast + your level
AC 13
STR 14
DEX 14
CON 12
INT 2
WIS 12
CHA 6
Speed:
Walk 40 ft.
Senses:

Darkvision 60 ft.

Features:

Resistance to lightning and thunder damage, Shares your movement proficiency for stealth and perception checks

Commands:

Attack, Protect (interpose itself to grant half cover), Scout (move up to half its speed and report)

Scaling:

Level 7: Gains proficiency bonus to attack rolls and saving throws

Level 11: Deals an extra 1d6 lightning damage on attacks

Class Features

Storm’s Gift (Level 1)

You gain access to Storm Points and learn to infuse your arrows with elemental energy.

Thunder Echo Detection (Level 1)

You can use sound to track creatures. As an action, you spend 1 Storm Point to listen for thunder echoes in a 60-foot radius. You learn the number and approximate direction of creatures moving in that area.

Resource Cost: 1 Storm Point

Weather Prediction (Level 2)

You gain an innate sense of approaching weather. You can cast augury as a ritual without material components. After you cast it this way, you can’t do so again until you finish a long rest.

Companion Bond (Level 3)

You form a magical bond with a Storm-Touched Beast. The beast is friendly to you, obeys simple commands, and gains resistance to lightning and thunder damage.

Chain Conductor (Level 5)

When you hit a creature with Electrified Arrow, you can spend 1 additional Storm Point to jump half the damage to one other creature within 10 feet of the original target.

Resource Cost: 1 Storm Point

Prerequisite: Electrified Arrow

Storm Resilience (Level 7)

You gain resistance to lightning and thunder damage. If you would take lightning or thunder damage, you can spend 2 Storm Points to instead take no damage.

Resource Cost: 2 Storm Points

Echo Tracking (Level 10)

When you use Thunder Echo Shot, your range extends by 30 feet and you may pinpoint a fleeing creature’s last location even if they become invisible.

Prerequisite: Thunder Echo Shot

Storm Mastery (Level 11)

Your Storm Points maximum increases by 2. You can also spend 5 Storm Points to grant yourself immunity to lightning and thunder damage for 1 minute.

Warden’s Call (Level 15)

As an action, you spend 6 Storm Points to unleash a deafening roar of thunder in a 30-foot cone. Creatures in range must succeed on a Constitution save or be stunned until the end of your next turn.

Resource Cost: 6 Storm Points

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