Storm Herald
Storm Heralds are front‐line warriors who have learned to harness the raw fury of storms. They stand in battered plate or gleaming steel, wreathed in thunder and lightning and forging bottles of storm energy in the heat of combat and the fury of nature. Driven by an inner tempest, they surge into battle and call down lightning from the heavens.
Class Features
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Spellcasting
Lightning Lure
You create a lash of lightning energy that strikes a creature of your choice within range.
Thunderclap
You create a burst of thunderous sound, causing each creature within range to make a Con save or take thunder damage and be deafened until end of your next turn.
Gust
You seize the air and compel it to create one of the following effects: shove a creature, extinguish flames, or propel you 10 feet.
Lightning Bolt
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out.
+1d6 per spell level above 3rd
Thunderwave
A wave of thunderous force sweeps out.
Shatter
A sudden loud ringing noise, painfully intense, erupts from a point of your choice.
Gust of Wind
A line of strong wind 60 feet long and 10 feet wide.
Call Lightning
A storm cloud appears, and on each of your turns you can call down lightning.
Tidal Wave
You conjure up a wave that crashes down in a 30-foot long, 10-foot high, 10-foot wide section.
Control Water
You control up to 10-foot cube of water in range to flood, redirect, part, or whirlpool.
Martial Abilities
Thunderous Strike
When you hit with a melee weapon, you can expend 1 Storm Charge to deal an extra 2d8 thunder damage.
Lightning Parry
As a reaction when a creature hits you with a melee attack, expend 1 Storm Charge to deal 1d8 lightning damage to the attacker.
Storm's Gauntlet
As an action, you imbue your gauntlet with storm energy for 1 minute: your unarmed strikes deal 1d6 lightning damage.
Tempest Rush
You can dash up to your speed and move through creatures’ spaces. Each creature you move through must make a Dex save or take 1d8 lightning damage.
Static Shield
As a reaction when you are hit, you can expend 1 Storm Charge to gain resistance to all damage until the end of your next turn, and attackers take 1d6 lightning.
Sky Breaker
As an action you strike the ground, creating a pillar of lightning under one creature within 60 ft: Dex save or take 4d6 lightning and be stunned until end of next turn.
Auras
Crackling Aura
Beginning at 10th level, you can activate an aura of electric energy.
All enemies in the aura have disadvantage on concentration checks. Allies have advantage on saving throws vs. being poisoned.
Class Features
Storm Aegis (Level 1)
Bottled Storm (Level 2)
Martial & Stormcasting (Level 2)
Path Feature (Level 3)
Extra Attack (Level 5)
Storm Empowerment (Level 6)
Thunderous Step (Level 10)
Resource Cost: 2 Storm Charges
Overcharged Fury (Level 14)
Resource Cost: 1 Storm Charge
Prerequisite: Extra Attack
Eye of the Storm (Level 18)
Resource Cost: 4 Storm Charges
Prerequisite: Overcharged Fury
Avatar of Tempest (Level 20)
Prerequisite: Eye of the Storm
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