Healer of the Storm (5e Class)

Healer of the Storm

Gray [The Case Files of Lord El-Melloi II], From Fate/Grand order.

There was nothing she could do. The person she loved most was dying in her very arms. Suddenly, a man approached. "I can save him," He says, "But it will cost you." Lightning struck a ways off, the thunder clapping loudly, only seconds after. She looks at the man, "Anything!" She says, "Any price you ask, I will pay it!" He kneels down and raises his hand. Lightning strikes, rending it's way through the forest canopy above them, exposing them to the water, which nearly immediately started to tap dance on the ground around them. Tap-tap-taptap-tap. The Lightning, rather than arcing quickly, like it normally would, struck and lingered in his arm. It crept down, and into the body of the man who was dying. The woman watched in awe and wonderment as the gaping wound in her beloved's chest slowly closed, almost being sutured, rather than cauterized, by the lightning. Then, suddenly, the small suture mark cauterized, and there was a small scar on his chest where once, there was a gaping hole.

Creating a Healer of the Storm

Quick Build

You can make a Healer of the Storm quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity or Wisdom. Second, choose the Sage background.

Class Features

As a The Healer of the Storm you gain the following class features.

Hit Points

Hit Dice: 1d8 per The Healer of the Storm level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per The Healer of the Storm level after 1st

Proficiencies

Armor: Light armour, medium armour
Weapons: Simple weapons, Martial weapons
Tools: Herbalism kit
Saving Throws: Constitution, Wisdom
Skills: Choose three from; Acrobatics, Medicine, Intimidation, Nature, Investigation, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Shortsword or (b) 2 Daggers
  • Leather Armor
  • (a) Medicine Kit or (b) Disguise Kit
  • (a) Staff or (b) Light Crossbow (20 bolts)
  • If you are using starting wealth, you have If utilizing starting wealth, roll 2d4x10 in funds.

Table: The The Healer of the Storm

LevelProficiency
Bonus
FeaturesShock Points
1st+2Lightning Quick, Thunderclap2
2nd+2Shock Pool2
3rd+2Storm Archetype4
4th+2Ability Score Improvement4
5th+3Extra Attack, Weapon of the Storm, Storm Archetype6
6th+3Lightning Touch, Thunderclap: Improvement6
7th+3Lightning Affinity, Lightning Quick: Improvement8
8th+3Ability Score Improvement8
9th+4Shockwave10
10th+4Static Strike, Healing Jolt10
11th+4Storm Archetype12
12th+4Ability Score Improvement, Lightning Quick: Improvement12
13th+5Healing Whirlwind, Thunderclap: Improvement14
14th+5Healer's Rage14
15th+5Storm Archetype16
16th+5Ability Score Improvement16
17th+6Tempest Hover18
18th+6Tempest Typhoon18
19th+6Ability Score Improvement, Thunderclap: Improvement20
20th+6Healer's Retribution20

Lightning Quick

At the 1st level, The arc of lightning blessed you the speed of a lightning bolt, Making you faster. You get an additional +5ft of movement speed. This number increases to +10 at the 17th level, and +15 at the 20th level.

Thunderclap

At 1st level, as an action, by spending 1 shock point, You clap your hands with tremendous force to call upon the sound of thunder. You stun all enemies in front of you within a 45-foot Cone range. The creatures within range must all make a Wisdom saving throw DC (8 + your Proficiency Bonus + your Constitution modifier) to avoid being Stunned. They will all suffer the Stunned condition, until the start of your next turn, and takes 1d6 thunder damage + Wisdom modifier upon a failure. If successful, they all take half damage and will not be stunned. The damage increases to 1d8 at 6th level, then 1d10 at 13th level and finally 1d12 at 19th level. This feature can only be used once per day. You regain all uses for this feature after short rest.

Shock Pool

At 2nd level, you gain access to a pool of magical power, known as the Shock Pool. At the 2nd level, you have 4 Shock Points. This amount increases as shown on the Healer of the Storm table.

Storm Archetype

At 3rd level, you must choose a Storm Archetype, either Tempest Healer, or, Tribal Storm. Your chosen Archetype will give you features at the 6th, 5th, 11th, and 15th levels.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Weapon of the Storm

At 5th level, As a bonus action, by spending 1 shock points, you add an additional 1d8 thunder damage to any melee attack that you make damage with. At the 12th level, this changes to a 1d10, and at the 18th level, you may roll 2d6, rather than 1d10.

Extra Attack

At 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Lightning Touch

At 6th level, As a bonus action, you expend 1 shock point to make a melee attack, To release a quick wave of lightning from your fingertips. Touching a creature within your reach, dealing 1d6 lightning damage + Dexterity modifier. You can use this feature a number of times equal to your Dexterity modifier (a minimum of one). You regain any expended uses when you finish a long rest.

Lightning Affinity

At 7th level, you are resistant to Lightning and Thunder, you will also be immune to the Paralyzed condition.

Shockwave

At 9th level, As an action, you can expend 6 shock points to charge a blast of energy surrounding you in lightning and trauma... All surrounding creatures within 30ft of you, must make a Constitution Saving throw DC (8 + your Proficiency Bonus + your Constitution modifier). Upon failure, they will all be in a Paralyzed until the start of your next turn. While taking 3d10 lightning and 2d8 thunder damage. If successful, the creatures will take half damage, and not be in the Paralyzed and will be immune to this ability for the next 24 hours.

Static Strike

At 10th level, As an action, you can expend 3 shock points to make a melee attack. However, rather than normally rolling the damage type of your weapon, you instead change it to 2d10 + Wisdom modifier of lightning damage for your weapon. If a critical attack occurs, the creatures in the surrounding area of 10ft of the creature that you critically hit. Will all take the same result of lightning damage including the critical damage. Your critical range is increased to 19-20.

Healing Jolt

At 10th level, as an action, by spending 2 shock points. You frustratingly smack your ally with your weapon for being stupid, along with a jolt of lightning. Giving them resistance towards lightning damage for 1 minute. While also healing them for 1d8 + Proficiency bonus. You can use this feature a number of times equal to your Wisdom modifier (a minimum of one). You regain any expended uses when you finish a short rest.

Tempest Whirlwind

At 13th level, As a reaction, you may expend 1 shock point, to create a small tempest storm around you to protecting you from harm. Any creature within 5 feet of you, must make a Strength saving throw DC (8 + your Proficiency Bonus + your Constitution modifier). Upon failure, the creature takes 3d8 slashing damage + Wisdom modifier and will be knocked prone. If successful, the creature will take half damage and will not be in the Prone.

Healer's Rage

At 14th level, As an bonus action, you may choose to expend 5 shock points, right after an ally drops unconscious. After the relentless echos of plea of memories that flood your mind... This throws you into a state of blind rage instead. You gain the following benefits:

While raging, you gain the following benefits if you aren't wearing heavy armor:

• You have advantage on Constitution Checks and Constitution Saving Throws, while enraged.

• You can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

• At the start of its turn, you can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against you have advantage until the start of its next turn.

• You gain Immunity to Lightning, and Thunder damage, while being enraged.

If you are able to cast Spells, you can't cast them or concentrate on them while raging.

Your rage lasts until the end of combat. Unless it ends early if you are knocked Unconscious, Stunned or Paralyzed. You can also end your rage on Your Turn as a Bonus Action.

You can only use this feature once a day. You regain this feature again after finishing a long rest.

Tempest Hover

At 17th level, as an action, you can create a large thundercloud of 10 feet, beneath your feet, which allows you to hover up to 50 feet above the ground becoming immune to difficult terrain. While also gaining the benefits of riding a Mounted creature. Anything that wanders within the clouds range, must make a Constitution saving throw DC (8 + your Proficiency Bonus + your Constitution modifier). Upon failure, the creature will take 2d12 + Wisdom modifier of thunder damage and be thrown back 5 feet away from you, while making the creature stunned for until the start of your next turn. If successful, The creature will take half damage and not be pushed away or stunned. This is requires concentration to maintain. Any creature that ends its turn within the large riding cloud will take 3d8 + 2 thunder damage for every turn.

Tempest Typhoon

At 18th level, as an action, expend 8 shock points to summon a cloudy storm, striking your foes with holy lightning that is within your sight, dealing 1d10 + Wisdom modifier + Proficiency bonus of lightning damage, against two random creatures per turn, one bolt will strike a random ally, healing them for 2d10 + Wisdom modifier of health. The storm lasts for 15 minutes or until you dismiss it as an another action.

Healer's Retribution

At 20th level, You recall the memories of your loved ones, sacrificing all of your power to ensure you that you can bring them back with a sudden and powerful bolts of lightning. As an action, you can expend all of your shock points to strike multiple dead creatures or allies, resurrecting them equal to your Wisdom modifier. Restoring their number of hit points by 2d20 + your Wisdom modifier. While giving them additional temporary equal to your Constitution modifier + Healer of the Storm level.

Tempest Healer

The Tempest Healer is an asset on the battlefield, utilizing thundering blows from there palms, and lightning from the skies to heal their allies, but do not mistake them for healers only, they can still hold their own in battle.

Defying Death

At 3rd level, when you or an ally would be dropped to 0 Health, as a reaction, you expend 2 shock points to heal them for 2d4 + Dexterity modifier hit points. You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain your uses of this feature after finishing a long rest.

Healing Surge

At 5th Level, you may expend 3 shock points to send a wave of electricity though the ground in a 30 foot radius to heal all allies for 3d6 hit points, plus your Constitution modifier.

Concentrated Burst

At 11th level, as an action, you focus your mind and create a thundering wave with in your palm, expending 2 shock points to touch the creature within your reach. The creature must make a Constitution save DC (8 + your Proficiency Bonus + your Constitution modifier). On a failed save, It causes creature that your touched you to be Prone and take 2d8 + Dexterity modifier of thunder damage. If successful, the creature will take half as much damage and not be prone.

Lightning Surgeon

At 15th level, as an action, you may expend 4 shock points. To end one condition on yourself or on one willing creature that you touch. During a long rest, you can use holy lightning from your tips of your fingers, to heal a creature for 2d10 + Constitution modifier of hit points.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain expended uses when you finish a Long Rest.

Tribal Storm

The Tribal Storm utilizes crude electricity in combat and while knowing small amounts of healing spells, still enraged by the storm.

Lightning Fist

At the 3rd level, if you are wielding a one-handed weapon, as an bonus action, make a melee attack with your free hand. Punching and dealing 1d4 + 2 lightning, and bludgeoning damage.

Blistering Heal

At 5th level, as an action, you may expend 3 shock points, raising your weapon to the sky calling down a bolt of lightning, dealing 2d8 lightning damage to one chosen creature in sight, and healing one ally for 2d4 hit points that is in your view.

Tempest Rider

At 11th level, as an action, you can expend 4 shock points to summon a mare of clouds and lightning, as you can ride it, you gain the benefits of Mounted combat. Whenever you pass within 5ft of an creature, they take 1d8 + Wisdom modifier of lightning damage. Anyone who hits you or the mare takes 1d6 + 3 lightning damage. At fifteenth level, they each change to 2d6 + 6 lightning damage.

Cyclone Blast

At 15th level, as an action, you may expend 9 shock points to create a huge blast of wind and lightning in a 30ft cone. All creatures within range of you cyclone blast must make a Constitution saving throw DC (8 + your Proficiency Bonus + your Constitution modifier) On a failed save, you deal 3d8 + Wisdom modifier of lightning and an extra 2d10 slashing damage. If successful, in which they will take half damage.


Multiclassing

Prerequisites. To qualify for multiclassing into the Healer of the Storm class, you must meet these prerequisites: Constitution 13, Wisdom 13;

Proficiencies. When you multiclass into the Healer of the Storm class, you gain the following proficiencies: Simple weapons, light armor, medium armor.



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