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
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Martial Abilities
Electrified Arrow
When you hit a creature with a ranged weapon attack, you can spend 1 Storm Point to deal an extra 1d6 lightning damage.
Thunder Echo Shot
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.
Gale-Shaken Shot
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.
Chain Lightning Volley
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.
Weather Bane
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.
Stormpiercer Arrow
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.
Thunderclap Strike
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.
Storm Surge Shot
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).
Eye of the Storm
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.
Tempest Barrage
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.
Transformations
Storm Avatar
You become an elemental of wind and lightning, your form flickering with arcs of energy.
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
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
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
At 20th level, you manifest as a living storm. Clouds swirl at your feet and every step crackles with power.
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
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
You can’t regain HP by any means except resting, After transformation ends, you are incapacitated for 1 round
Auras
Weather Prediction
Your senses attune to shifting skies.
You can predict rain, wind, storms, or clear skies up to 12 hours in advance as if you cast augury.
Static Barrier
You emit an aura of crackling energy that impedes foes.
Enemies that enter or start their turn in the aura take 1d6 lightning damage and have disadvantage on opportunity attacks against you.
Bonus Action
This aura can be toggled on or off.
Companions
Storm-Touched Beast
Level 3You 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:
Darkvision 60 ft.
Resistance to lightning and thunder damage, Shares your movement proficiency for stealth and perception checks
Attack, Protect (interpose itself to grant half cover), Scout (move up to half its speed and report)
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)
Thunder Echo Detection (Level 1)
Resource Cost: 1 Storm Point
Weather Prediction (Level 2)
Companion Bond (Level 3)
Chain Conductor (Level 5)
Resource Cost: 1 Storm Point
Prerequisite: Electrified Arrow
Storm Resilience (Level 7)
Resource Cost: 2 Storm Points
Echo Tracking (Level 10)
Prerequisite: Thunder Echo Shot
Storm Mastery (Level 11)
Warden’s Call (Level 15)
Resource Cost: 6 Storm Points
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