Storm Caller
Storm Callers are coastal shamans who commune with the raw fury of sea and sky. They learn to shape gales, call torrents of rain, and unleash bolts of lightning to protect their tribes and maintain the balance of nature’s fiercest moods. Born along tempest-battered shores, they are both revered and feared as the voice of the storm itself.
Class Features
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Spellcasting
Gust Snap
You unleash a sudden snap of wind that pushes a Small or smaller creature 5 feet away or knocks a unattended object up to 5 pounds 10 feet away.
Static Spark
You fling a spark of lightning. Make a ranged spell attack; on a hit, the target takes 1d8 lightning damage.
Thunder Clap
A burst of thunderous sound explodes around you. Each creature in a 5-foot radius must succeed on a Constitution saving throw or take 1d6 thunder damage and be deafened until the end of its next turn.
Rainwash
You summon a line of driving rain 30 feet long and 5 feet wide. The area is heavily obscured, and any unprotected flames in the area are extinguished.
The line extends by 10 feet for each slot level above 1st.
Storm Bolt
You hurl a bolt of lightning. Make a ranged spell attack; on a hit, the target takes 1d8 lightning damage.
Updraft
A burst of gusting air lifts creatures off their feet. Each creature in a 30-foot cone must succeed on a Strength saving throw or be pushed 15 feet upward (falling safely at end of turn) and knocked prone.
Cone increases by 5 feet per slot above 2nd.
Thunderboom
You create a concussive thunderwave. Each creature in a 15-foot radius must succeed on a Constitution saving throw or take 2d8 thunder damage and be pushed 10 feet away.
Call Lightning
A storm cloud appears. On subsequent turns, you can use an action to call down lightning dealing 3d10 lightning damage on a hit (Dex save for half).
Wind Wall
You create a wall of strong wind up to 50 feet long, 15 feet high, and 1 foot thick. Arrows and similar projectiles launched at targets behind the wall are deflected.
Lightning Lance
You fire a lance of crackling energy. Make a ranged spell attack; on a hit, the target takes 6d6 lightning damage and is stunned until the end of its next turn.
Damage +2d6 per slot above 4th.
Sirocco Gale
A roaring blast of wind and sand rakes a 60-foot cone. Each creature must make a Strength save or take 4d8 bludgeoning damage and be blinded until the end of its next turn.
Damage +1d8 per slot above 4th.
Maelstrom
You call forth a swirling vortex of water and wind. Each creature in a 20-foot radius must make a Strength saving throw or be restrained; a creature restrained can use an action to repeat the save. Allies have half cover.
Storm Surge
You unleash a burst of storm energy in a 30-foot radius. Each creature must make a Constitution save or take 5d10 lightning or thunder damage (your choice) and be pushed 10 feet.
Martial Abilities
Gust Lash
You fling a blade of wind in a line 15 feet long and 5 feet wide. Each creature in the area must make a Strength save or take 1d6 bludgeoning damage and be pushed 5 feet.
Static Discharge
As a reaction when you take damage, you can spend 1 Stormpoint to discharge electricity. The attacker takes lightning damage equal to your Wisdom modifier.
Tempest Strike
When you hit with a melee weapon attack, you can spend 1 Stormpoint to deal an extra 1d8 thunder damage and push the target 5 feet.
Must be wielding a melee weapon
Class Features
Storm Initiate (Level 1)
Channel Stormpoints (Level 1)
Wind Speaker (Level 2)
Tempest Path (Level 3)
Stormheart (Level 6)
Resource Cost: 1 Stormpoint
Avatar of the Tempest (Level 10)
Resource Cost: 3 Stormpoints
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