Hiemalis (5e Class)

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Hiemalis

"You feel storms coming."


"Winds howling."


"They sicken of the calm, who knew the storm."


"There is peace even in the storm."


"I don't just wish you rain, Beloved – I wish you the beauty of storms."


"I can hear your whisper and distant mutter. I can smell your damp on the breeze and in the sky I see the halo of your violence. Storm, I know you are coming."


These word resonate within you, make you hum like the air in the cyclone centre. As a child, when others made busy during a storm, you were sitting at the window or infront of the open door, or even were outside. Watching the trees bend in the wind, delighting in the pour from the sky, awed at the flashes of light, laughing with the rolling thunder, leaving tracks in the fresh snow. You looked the storm in the eye, and grinned.

Now?

Now you know how to manipulate the atmosphere around you.

Now, you are one with the hurricane.

Let your enemies tremble, for they will have to weather your storm.

Creating a Hiemalis

When creating your Hiemails, consider how your character's connection to the storms of the world developed. Was one of their parents a Hiemalis, who passed on their teaching to their child? Perhaps one of their parents was an air genasi, providing their child with an in-depth knowledge of the weather. Maybe they even had an experience with the elemental plane of Air?

Quick Build

You can make a Hiemalis quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Urban Bounty Hunter background with Stealth and Insight. Third, take the Arcana, Perception and Nature skills. Fourth, choose the dancing lights, minor illusion, prestidigitation cantrips, along with the 1st-level spells thunderwave and armor of agathys. Fifth, take the arcane focus, 2 daggers and the explorer's pack when choosing your starting equipment.

Class Features

As a Hiemalis you gain the following class features.

Hit Points

Hit Dice: 1d6 per Hiemalis level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Hiemalis level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, Martial weapons
Tools: none
Saving Throws: Wisdom, Intelligence
Skills: Choose three from Arcana, History, Investigation, Perception, Nature, and Survival

Equipment

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

Table: The Hiemalis

LevelProficiency
Bonus
FeaturesCantripsSpells KnownSpell Level KnownBase EnergyMax Energy
1st+2Spellcasting, Energy Drain321520
2nd+2Howling Winds3411025
3rd+2Archetype Feature3611530
4th+2Ability Score Improvement4812040
5th+3Stormy Weaponry41022550
6th+3Gale41023060
7th+3Archetype Feature41223570
8th+3Ability Score Improvement41224080
9th+441434590
10th+4Fast as Lightning414350100
11th+4Archetype Feature416355110
12th+4Ability Score Improvement516360120
13th+5518465130
14th+5Superconductor518470140
15th+5Archetype Feature520475150
16th+5Ability Score Improvement520480160
17th+6522585170
18th+6Fierce Whirlwind522590180
19th+6Ability Score Improvement524595190
20th+6Eye of the Storm5245100200

Spellcasting

Starting at 1st level, you have a reservoir of Energy within you, which you can combine with your Intellect to manipulate reality, casting spells.

The Base Energy column of the Hiemalis table shows your normal level of Energy. Whenever you finish a short or long rest, your Energy resets to this level, no matter if it was more or less before.

The Max Energy column of the Hiemalis table shows your maximum level of Energy. You can't contain more Energy than this value. Any Energy gained beyond this will be lost.

Cantrips

At 1st level, you know three cantrips of your choice from the hiemalis spell list. You gain futher cantrips as detailed in the Hiemalis table.

Casting

To cast one of your spells, you must expend Energy equal to the level the spell is cast at, times 10. In one cast, you can only use Energy equal to your Spell Level Known, detailed in the Hiemalis table, times 10. For instance, at level 5, to cast thunderwave as if using second level spell slot, you need to spend 20 Energy, but you would be unable to spend 30 Energy to cast it as if using a third level spell slot.

Cantrips are minor manipulations and cost no Energy to cast.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the hiemalis spell list detailed at the end of the class description.

The Spells Known column of the Hiemalis table shows when you learn more spells of your choice. Each of these spells must be of a level known to you, as detailed in the Spell Level Known column of the Hiemalis table. For instance, when you reach 5th level in this class, you can learn two new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the hiemalis spells you know and replace it with another spell from the hiemalis spell list, which also must be of a level you know.

Spellcasting Ability

Intelligence is your spellcasting ability for your hiemalis spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a hiemalis spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus You can use an arcane focus, as a spellcasting focus for your hiemalis spells.

Energy Drain

Starting at 1st level, your weapons are tethered to you. Whenever you deal damage with an unarmed or weapon attack, you gain an amount of Energy equal to the damage the target takes. If you hit multiple targets with one attack, you only gain the highest amount of damage taken as Energy.

For intance, if you hit an enemy with 6 hit points for 13 points worth of damage, you regain 6 Energy, because they take 6 damage.

If you hit a resistant enemy with 40 hitpoints for 20 points worth of damage, they only take 10 damage due to resistance, and so you gain 10 Energy.

If you hit 3 enemies with 10 hit points each, and they take 3, 5 and 8 damage respectively, you gain 8 Energy.

If you hit a target with a Staff of Striking, and expend 3 charges, and it takes 9 bludgeoning and 3 force damage, you gain 12 Energy.

This does not activate on hitting yourself, a creature you summoned, or an inanimate object like a wall, gates, the ground, etc.

Howling Winds

Beginning at 2nd level, you may use an action to form a storm to surround your body, creating a 10 foot radius sphere of wind, lightning, freezing rain and snowy or icy rough terrain around yourself for as long as you maintain concentration. You may add your proficiency bonus to Constitution saving throws made to maintain concentration on Howling Winds. The 10 foot radius sphere around you is considered difficult terrain, for anything but you. Any creature that enters the sphere or starts their turn inside, except you, takes 1 cold damage, 1 lightning damage, 1 thunder damage and 1 bludgeoning damage. This damage increases to 1d2 at 5th, 1d4 at 11th, and 1d6 at 17th level.

Additionally, you can make ranged attacks and ranged spell attacks at enemies within your Howling Winds area without disadvantage even if they are within 5 feet of you or knocked prone.

You are also immune to the effects of cold or stormy weather, and ignore difficult terrain created by them, such as snow, ice or mud.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Stormy Weaponry

Beginning at 5th level, as a bonus action, you can create a weapon out of solidified lightning, ice and water that lasts until you dismiss it, you create another weapon or someone other than you picks it up. Ranged weapons create their ammunition as part of the attack, but can also use other ammunition. You are proficient with any weapon that you create and they have the finesse property while you wield it. When you attack with this weapon, it deals the normal damage for a weapon of its type plus 1d6 damage. This damage is either cold, lightning or bludgeoning damage. This is choosen when using the bonus action to create the weapon. You may spend a bonus action to switch the damage type to one of the three.

You may also spend a bonus action to have your unarmed attacks or a weapon you are wielding gain the above mentioned effects, however doing so counts as summoning a weapon and thusly as having a weapon summoned.

At 7th level, attacks that have the bonus damage added are treated as magical for purposes of overcoming damage reduction. At level 11, this damage increases to 2d6 and increases again at level 17 to 3d6.

Gale

Beginning at 6th level, the effects of Howling Winds reach out to 30 feet and you can now choose a number of targets up to your level that are unaffected by the difficult terrain and damage. Anyone not excluded also has their speed reduced by half for as long as they remain inside the spheres influence.

Additionally, as long as Howling Winds is active, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail, because the storm interferes with the attack.

Fast as Lightning

Beginning at 10th level, when you move you may temporarily become one with the storm. Once per turn, as long as Howling Winds is active, you may fade into the storm and reform in an unoccupied space that your Howling Winds covers, by spending movement equal to the distance traveled. This does not provoke attacks of opportunity.

Superconductor

Beginning at 14th level, the storm has become part of you, sustains and preserves you. You gain resistance to cold and lightning damage, and no longer need to eat or drink, while your body is supercooled to such a degree that you no longer age and can't be aged magically. You and your gear are covered in frost, and you are cool to the touch. Occasionally there are harmless arcs of electricity striking across your body and equipment. The air around you is colder and seems tense and charged.

Fierce Whirlwind

Beginning at 18th level, your inner storm has grown so intense, that any cold, lightning or thunder damage you deal ignores one level of resistance (resistance is ignored, immunity becomes resistance and absorption becomes immunity). This doesn't effect any creature you summon, control or similar.

Additionally, you gain a pair of large wings made out of ice, water and lightning, giving you a flying speed equal to your walking speed.

Eye of the Storm

Beginning at 20th level, you can use an action to form a churning storm cloud, centered on a point you can see and spreading to a radius of 360 feet. You sustain this cloud for 5 turns by concentrating. Lightning flashes in the area, thunder booms, snow falls and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw against your Spell save DC. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this spell, the storm produces additional effects on your turn.

Round 2 and 4: You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

Round 1, 3 and 5: Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible, expect for you and your summons. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells for everyone but you. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

You can use this feature again after finishing a long rest, or by spending 200 Energy and gaining two levels of exhaustion.

Additionally, you can cast control weather at will, and you no longer need to make Constitution saving throws to maintain concentration on Howling Winds when taking damage.


Archetypes


Cyclone Companion

Beginning at 3rd level, you may choose a creature with a CR of 1/2 or lower that is large or smaller. You create this creature as the avatar of your inner storm, with the following changes and additions:

  • No matter what the creatures type would be normally, it is now an elemental. Thusly, it is immune to being grappled, paralyzed, petrified, poisoned, prone, or restrained and is resitant to bludgeoning, piercing, and slashing from nonmagical attacks. Its appearance is also changed, as it is now made out of ice, water and lightning.
  • It is of the same alignment as you.
  • It gains enough Darkvision to reach out to 60ft.
  • It acts immediately after your turn.
  • You may issue a command to it as a free action in combat and if given no commands, it will protect itself and you to the best of its ability.
  • It may only exist within the area your Howling Winds covers or would cover. However, it is not affected by your Howling Winds. If your Cyclone Companion leaves your Howling Winds area, it immediately dies.
  • If your Cyclone Companion would be moved out of that area, you may use your reaction to move after your Cyclone Companion. This takes up part of the movement of your next upcoming turn, and can't exceed your movement. Alternatively, if you move or would be moved in such a way that your Cyclone Companion would leave that area, it may use its reaction to move after you. This takes up part of the movement of its next upcoming turn, and can't exceed its movement.
  • If your Cyclone Companion dies, it reforms next to you, after you finish a long rest, with all of its memories intact.
  • All attacks it makes deal either their listed damage, cold, lightning, thunder, or bludgeoning, determined before each attack is made.
  • If your Cyclone Companion has multiattack, then the maximum amount of attacks it is allowed to do is limited to two, no matter how many attacks it could normally make.
  • It shares your mental stats (Intelligence, Wisdom and Charisma), but also shares your need for sleep and your level of exhaustion. This means that both of you need to sleep, at the same time, to rest.
  • It understands any language you speak, but can only speak if the form it takes can do so as well.
  • You and your Cyclone Companion are connected telepathically, and can communicate this way.
  • For the purpose of its proficiency bonus and other level related matters, it is considered to be of the same level as you.

You can change the form of your Cyclone Companion during a long rest. The CR you can choose from increases to CR1 at 5th, CR2 at 7th, and CR3 at 9th level.

Swept up

Beginning at 7th level, your Cyclone Companion gains the benefits of a lesser version of Stormy Weaponry. It may create weapons and/or ammunition that its base form uses as a bonus action. These are made out of solidified lightning, ice and water, last until your Cyclone Companion dismiss them, it creates weapons/ammunition again or someone other than your Cyclone Companion picks them up, and they deal the normal damage listed in the description plus 1d6 damage. If the base form has unarmed attacks or attacks made with its body parts, such as claws, fangs, spikes, etc. then your Cyclone Companion may also spend a bonus action to have them deal the normal damage listed in the description plus 1d6 damage, however doing so counts as summoning a weapon and thusly having a weapon summoned.

The damage is either cold, lightning or bludgeoning. This is choosen when using the bonus action. Your Cyclone Companion may spend a bonus action to switch the damage type to one of the three. Attacks that have the bonus damage added become magical for purposes of overcoming damage reduction at level 11.

For instance, at level 7 you summon a Centaur as your companion. It would be able to use one bonus action to summon its pike, longbow, and two arrows (enough for one complete attack action, as there is no amount specified in the decription) in that bonus action. After using both arrows, it will have to use a bonus action to summon another two arrows, also resummoning the pike and longbow. If it uses a bonus action to have its unarmed and hooves attacks deal the bonus damage, it unsummons the pike, longbow, and arrows.

Another example would be, at level 9 you summon a Manticore. It can use a bonus action to have both its melee and ranged attacks deal the bonus damage. Once it runs out of tail spikes, it could use a bonus action to summon another 24 spikes, which deal the bonus damage, however in doing so its melee attacks would lose the bonus damage.

Storm Front

Beginning at 11th level, your Cyclone Companion gains an additional +2 hit points for every Hiemalis level you have.

Reactive Reform

Beginning at 15th level, while Howling Winds is active, your Cyclone Companion can use a reaction to reform in an unoccupied space within your Howling Winds area. It may only do this in response to it being attacked, moved out of your Howling Winds area or if you are attacked. If it was attacked, then the attack misses as long as your Cyclone Companion reforms in an unoccupied space outside of the attacks range, path or area of effect. If it was moved out of your Howling Winds area, any forced movement is cancelled afterwards. If you were attacked, your Cyclone Companion takes the hit instead, as it uses its body to shield you by reforming in an unoccupied space between you and the attack. In the case of a melee attack against you, your Cyclone Companion reforms in the space you occupy, pushing you into an adjacent unoccupied space. It can use this ability a number of times equal to your Intelligence modifier rounded up. It regains all uses when you finishing a long rest.


Supercharged

Beginning at 3rd level, as long as your current Energy level is equal to your maximum Energy level, you become supercharged. You temporarily gain +10 ft. speed in every speed higher than 0 ft. and when you cast a spell, its effects are of two levels higher than you cast it at.

For instance, at level 3 and max Energy, you cast thunderwave as if using a first level spell slot. You spend 10 Energy to cast the spell, but since it is treated as being cast at third level, it does 4d8 thunder damage instead of 2d8.

The additional speed increases to +20 ft. at level 11.

Tesla Coil

Beginning at 7th level, as long as your current Energy level is equal to your maximum Energy level and you would gain Energy, you may choose a target within the area your Howling Winds covers or would cover. As you unleash the Energy at the target, it must make a Dexterity saving thow against your Spell save DC. On a failed save, it takes force damage equal to half (rounded up) the amount of Energy you would have gained, or one fourth (rounded down) on a successful one.

Weather Dynamo

Beginning at 11th level, following the same rules as Energy Drain, whenever your Howling Winds deals damage, you also gain Energy.

Heightened Potential

Beginning at 15th level, as long as your current Energy level is equal to your maximum Energy level, you temporarily increase your Dexterity or Strength (your choice) and Intelligence by two points each as you becomes awash with Energy, clearing your mind and invigorating your body.

Additionally, the effects of your Howling Winds now reach out to a distance equal to your highest speed or 30 ft., whichever is higher. (Regardless of your Energy level.)

Hiemalis Spell List

Note: If you are using homebrew spells, books from which no spell is listed here, or think a spell is missing in the list, then adding a spell that is connected to lightning, thunder, cold/ice and weather, or which can be explained through the use of wind and weather, as well as more minor direct magical feats like detect magic, would be appropriate.

Cantrips

druidcraft, dancing lights, minor illusion, prestidigitation, shocking grasp, ray of frost, booming blade, frostbite, lightning lure, thunderclap, gust, shape water

1st Level

create or destroy water, faerie fire, feather fall, expeditious retreat, fog cloud, longstrider, thunderous smite, thunderwave, witch bolt, alarm, detect magic, shield, armor of agathys, comprehend languages, detect poison and disease, chromatic orb, jump, ice knife, catapult, zephyr strike

2nd Level

blindness/deafness, blur, gust of wind, levitate, misty step, mirror image, pass without trace, shatter, silence, invisibility, cloud of daggers, darkness, hold person, snilloc’s snowball swarm, nystul’s magic aura, dragon's breath, skywrite, dust devil

3rd Level

call lightning, fly, gaseous form, haste, lightning arrow, lightning bolt, phantom steed, sleet storm, slow, wind wall, counterspell, dispel magic, magic circle, nondetection, protection from energy, remove curse, tongues, hypnotic pattern, catnap, thunder step, tidal wave, wall of water, elemental weapon

4th Level

conjure minor elementals, freedom of movement, ice storm, greater invisibility, control water, watery sphere, storm sphere, tempest barrage

5th Level

commune with nature, cone of cold, conjure elemental, telekinesis, hold monster, synaptic static, maelstrom, control winds

Custom Spells

Tempest Barrage
4th-level evocation
Casting time: 1 action
Range: Sight
Components: V, S, M (a pinch of dust and a few drops of water)
Duration: Instantaneous

As an action you may designate a a 30-foot radius, 60-foot high cylinder centered on a point you can see. Until the end of your next turn, an artillery barrage-like salvo of massive raindrops impacts the area. Any creature within the cylinder must succed on a Dexterity saving throw against your Spell save DC or take 4d8 points of bludgeoning damage and become prone and soaked. On a successfull save, they are only soaked.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Multiclassing

Prerequisites. To qualify for multiclassing into the Hiemalis class, you must meet these prerequisites: Intelligence 15

Proficiencies. When you multiclass into the Hiemalis class, you gain the following proficiencies: Nature


Notes

If you want to change something that isn't grammar related, then at the top left of the page there is 'discussion'. This leads you to a talk page, where you can bring up your ideas, so we can discuss them.



You may also want to encourage your DM to create and give you custom magic items that improve weapons created with Stormy Weaponry, in place of magic weapons you would otherwise get. (For example, instead of a Weapon +2, you get an amulet that makes it so that any weapon you create with Stormy Weaponry gets a +2 to attack and damage rolls. Instead of a Vicious Weapon, you get a ring that applies the Vicious effect to weapons created with Stormy Weaponry. And so on.)


Back to Main Page 5e Homebrew Classes

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