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

Hit Die d8
Primary Ability Wisdom
Saving Throws Intelligence, Wisdom

Proficiencies

Armor Light armor, Medium armor, Shield
Weapons Simple weapons, Spear, Trident
Skills Choose 2 from Nature, Survival, Insight, Athletics

Starting Equipment

• Leather armor, a druidic focus, explorer’s pack
• Medium armor (studded leather), a trident, herbalism kit

Class Resources

Stormpoints 4 (Short or long rest)

Class Abilities

Spellcasting

Spellcasting Ability Wisdom
Cantrips Known 3
Gust Snap
Cantrip Evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

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.

Control
Damage:
Static Spark
Cantrip Evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You fling a spark of lightning. Make a ranged spell attack; on a hit, the target takes 1d8 lightning damage.

Damage
Damage: 1d8 lightning (+1d8 per two character levels)
Thunder Clap
Cantrip Evocation
Casting Time: 1 action
Range: Self (5-foot radius)
Components: V, S
Duration: Instantaneous

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.

Damage
Saving Throw: Constitution
Damage: 1d6 thunder (+1d6 per five character levels)
Conditions: deafened
Rainwash
Level 1 Conjuration
Casting Time: 1 action
Range: Self (30-foot line)
Components: V, S
Duration: Instantaneous

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.

Utility
Damage:
At Higher Levels:

The line extends by 10 feet for each slot level above 1st.

Storm Bolt
Level 1 Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Instantaneous

You hurl a bolt of lightning. Make a ranged spell attack; on a hit, the target takes 1d8 lightning damage.

Damage
Damage: 1d8 lightning (+1d8 per slot level above 1st)
Updraft
Level 2 Transmutation
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S
Duration: Instantaneous

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.

Control
Saving Throw: Strength
Damage:
Conditions: prone
At Higher Levels:

Cone increases by 5 feet per slot above 2nd.

Thunderboom
Level 2 Evocation
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V, S
Duration: Instantaneous

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.

Damage
Saving Throw: Constitution
Damage: 2d8 thunder (+1d8 per slot above 2nd)
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. On subsequent turns, you can use an action to call down lightning dealing 3d10 lightning damage on a hit (Dex save for half).

Damage
Saving Throw: Dexterity
Damage: 3d10 lightning (+1d10 per slot above 3rd)
Wind Wall
Level 3 Evocation
Casting Time: 1 action
Range: Self (up to 50-foot long)
Components: V, S, M
Duration: 1 minute

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.

Utility
Damage:
Lightning Lance
Level 4 Evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M
Duration: Instantaneous

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
Damage: 6d6 lightning
Conditions: stunned
At Higher Levels:

Damage +2d6 per slot above 4th.

Sirocco Gale
Level 4 Evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S
Duration: Instantaneous

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
Saving Throw: Strength
Damage: 4d8 bludgeoning
Conditions: blinded
At Higher Levels:

Damage +1d8 per slot above 4th.

Maelstrom
Level 5 Conjuration
Casting Time: 1 action
Range: Self (20-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute

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.

Control
Saving Throw: Strength
Damage:
Conditions: restrained
Storm Surge
Level 5 Evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous

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.

Damage
Saving Throw: Constitution
Damage: 5d10 lightning

Martial Abilities

Resource Stormpoints
Gust Lash
Action 1 Stormpoint Level 1

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.

Damage Effect
Saving Throw: Strength
Damage: 1d6 bludgeoning (+1d6 at level 5)
Static Discharge
Reaction 1 Stormpoint Level 2

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.

Damage Effect
Damage: lightning
Tempest Strike
Bonus Action 1 Stormpoint Level 3

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.

Prerequisites:

Must be wielding a melee weapon

Damage Effect
Damage: 1d8 thunder (+1d8 at level 5)

Class Features

Storm Initiate (Level 1)

Your connection to the elemental storms awakens. You gain proficiency with the Survival skill and learn the Gust cantrip (see spell list).

Channel Stormpoints (Level 1)

You can channel raw storm energy to fuel your tempest magic. You gain a pool of Stormpoints equal to 1 + your Wisdom modifier (minimum 1). You regain all expended Stormpoints on a short or long rest.

Wind Speaker (Level 2)

You learn to whisper to the winds. You can cast the Fog Cloud spell once without expending a spell slot, and you regain the ability to do so after a short rest. Wisdom is your spellcasting ability for this effect.

Tempest Path (Level 3)

At 3rd level, you embrace one of the ancient coastal shaman traditions, gaining features based on your chosen path.

Stormheart (Level 6)

Beginning at 6th level, when you cast a storm spell that deals lightning or thunder damage, you can expend 1 Stormpoint to add your Wisdom modifier to one damage roll of that spell.

Resource Cost: 1 Stormpoint

Avatar of the Tempest (Level 10)

At 10th level, you become one with the storm. You gain resistance to lightning and thunder damage. As an action, you can spend 3 Stormpoints to envelop yourself in swirling winds and crackling electricity for 1 minute. While in this form, you have a flying speed of 30 feet, you emit bright light in a 10-foot radius and dim light for an additional 10 feet, and any creature that ends its turn within 5 feet of you takes lightning damage equal to your Wisdom modifier. Once you use this feature, you can’t use it again until you finish a long rest.

Resource Cost: 3 Stormpoints

Ready to Explore More Class Options?

Join thousands of players and discover detailed class features, subclasses, and gameplay hooks with Fable Fiesta!

Register to unlock spellcasting details, subclass features, and class-specific quests!

Sign Up Now - It's Free!

No credit card required. Start exploring in minutes!