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

Hit Die d12
Primary Ability Strength, Charisma
Saving Throws Strength, Charisma

Proficiencies

Armor Light armor, Medium armor, Heavy armor, Shields
Weapons Simple weapons, Martial weapons
Tools Alchemist's supplies
Skills Choose 2 from Athletics, Arcana, Nature, Intimidation

Starting Equipment

• Chain mail or Plate armor
• A martial weapon and shield
• Two javelins
• Alchemist's supplies

Class Resources

Storm Charges 3 (Long rest or capture storm energy during travel)

Class Abilities

Spellcasting

Spellcasting Ability Charisma
Cantrips Known 3
Lightning Lure
Cantrip Evocation
Casting Time: 1 action
Range: 15 feet
Components: V, S
Duration: Instantaneous

You create a lash of lightning energy that strikes a creature of your choice within range.

Damage
Saving Throw: Strength
Damage: 1d8 Lightning (+1d8 at 5th, 11th, 17th)
Thunderclap
Cantrip Evocation
Casting Time: 1 action
Range: 5 feet
Components: V, S
Duration: Instantaneous

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.

Damage
Saving Throw: Constitution
Damage: 1d6 Thunder (+1d6 at 5th, 11th, 17th)
Conditions: Deafened
Gust
Cantrip Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You seize the air and compel it to create one of the following effects: shove a creature, extinguish flames, or propel you 10 feet.

Control
Damage:
Lightning Bolt
Level 3 Evocation
Casting Time: 1 action
Range: 100 feet
Components: V, S, M
Duration: Instantaneous

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out.

Damage
Saving Throw: Dexterity
Damage: 8d6 Lightning (+1d6 per slot level above 3rd)
At Higher Levels:

+1d6 per spell level above 3rd

Thunderwave
Level 1 Evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous

A wave of thunderous force sweeps out.

Damage
Saving Throw: Constitution
Damage: 2d8 Thunder (+1d8 per slot level above 1st)
Conditions: Pushed 10 feet
Shatter
Level 2 Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice.

Damage
Saving Throw: Constitution
Damage: 3d8 Thunder (+1d8 per slot level above 2nd)
Gust of Wind
Level 2 Evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S, M
Duration: Concentration, up to 1 minute

A line of strong wind 60 feet long and 10 feet wide.

Control
Saving Throw: Strength
Damage:
Conditions: Pushed 15 feet on fail
Call Lightning
Level 3 Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute

A storm cloud appears, and on each of your turns you can call down lightning.

Damage
Saving Throw: Dexterity
Damage: 3d10 Lightning (+1d10 per additional use)
Tidal Wave
Level 3 Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Instantaneous

You conjure up a wave that crashes down in a 30-foot long, 10-foot high, 10-foot wide section.

Damage
Saving Throw: Dexterity
Damage: 4d8 Bludgeoning (+1d8 per slot above 3rd)
Conditions: Knocked prone
Control Water
Level 4 Transmutation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes

You control up to 10-foot cube of water in range to flood, redirect, part, or whirlpool.

Control
Damage:

Martial Abilities

Resource Storm Charge
Thunderous Strike
Bonus Action 1 Storm Charge Level 2

When you hit with a melee weapon, you can expend 1 Storm Charge to deal an extra 2d8 thunder damage.

Damage Effect
Damage: 2d8 Thunder
Lightning Parry
Reaction 1 Storm Charge Level 2

As a reaction when a creature hits you with a melee attack, expend 1 Storm Charge to deal 1d8 lightning damage to the attacker.

Damage Effect
Damage: 1d8 Lightning
Storm's Gauntlet
Action 1 Storm Charge Level 4

As an action, you imbue your gauntlet with storm energy for 1 minute: your unarmed strikes deal 1d6 lightning damage.

Damage Effect
Damage: 1d6 Lightning
Duration: 1 minute
Tempest Rush
Bonus Action 2 Storm Charges Level 7

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.

Damage Effect
Saving Throw: Dexterity
Damage: 1d8 Lightning
Static Shield
Reaction 1 Storm Charge Level 9

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.

Buff Effect
Duration: Until end of next turn
Damage Effect
Damage: 1d6 Lightning
Sky Breaker
Action 3 Storm Charges Level 13

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.

Damage Effect
Saving Throw: Dexterity
Damage: 4d6 Lightning
Conditions: Stunned
Duration: Until end of next turn

Auras

Crackling Aura
10-foot radius Level 10

Beginning at 10th level, you can activate an aura of electric energy.

Effect:

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)

At 1st level, you gain proficiency with heavy armor and shields. While wearing heavy armor, you have resistance to lightning and thunder damage.

Bottled Storm (Level 2)

At 2nd level, you learn to trap raw storm energy. You can capture ambient storm phenomena (rain, wind, static charge) into glass vials. You gain a resource called Storm Charges (see Resources). You can expend Storm Charges to fuel your lightning and thunder abilities.

Martial & Stormcasting (Level 2)

Also at 2nd level, you learn 3 storm-themed cantrips: Lightning Lure, Thunderclap, Gust. You can cast these spells by expending no charges. When you cast your leveled storm spells, you expend Storm Charges (see Spell List descriptions).

Path Feature (Level 3)

At 3rd level, you choose a Storm Herald path (see Subclasses).

Extra Attack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Storm Empowerment (Level 6)

At 6th level, your melee weapon attacks deal an extra 1d6 lightning damage. This increases to 2d6 at level 11 and 3d6 at level 17.

Thunderous Step (Level 10)

At 10th level, as a bonus action you teleport up to 30 feet to an unoccupied space you can see, and each creature within 10 feet of your departure and arrival points must succeed on a DC 8 + your proficiency + Cha mod or be knocked prone and take 2d8 thunder damage.

Resource Cost: 2 Storm Charges

Overcharged Fury (Level 14)

At 14th level, when you hit with three attacks in one turn, you can overcharge the third attack to deal an extra 4d6 thunder or lightning damage.

Resource Cost: 1 Storm Charge

Prerequisite: Extra Attack

Eye of the Storm (Level 18)

At 18th level, you can use your action to call down a swirling storm at a point you can see within 120 feet. In a 20-foot radius, you create heavy rain and gusting winds for 1 minute. You and allies in the area have advantage on saving throws vs. ranged attacks, enemies have disadvantage on ranged weapon attacks, and creatures ending their turn take 2d8 lightning or thunder damage.

Resource Cost: 4 Storm Charges

Prerequisite: Overcharged Fury

Avatar of Tempest (Level 20)

At 20th level, you become a living storm. You gain a flying speed of 60 feet while you aren’t incapacitated. Whenever you take lightning or thunder damage, you can use your reaction to return that damage (after resistances) in a 30-foot lightning bolt centered on you (Dex save DC = 8 + Prof + Cha, half damage on success).

Prerequisite: Eye of the Storm

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