Thunder Strider (5e Subclass)

Thunder Striders are rangers which utilize thunder and wind magic to take down flying foes. They defend villages on the edge of civilization from dragons and other creatures of the sky. They train in conclaves found at the peaks of the world, honing their craft. When they are needed they travel to defend those who cannot defend themselves from the scourge of the skys

Thundering Magic

You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Thunder Strider Spells
Ranger LevelSpells
1stThunderwave, Thunderous Smite
5thSkywrite, Warding Wind
9thGasoues Form, Thunder Step
13thStorm Sphere
17thControl Winds

Pierce the Skies

Starting at 3, you have advantage on attack rolls against creatures that have an inherent flying speed and are at least 30ft above you, and using their flying speed.

In addition select two of the following types of creatures: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends. Your favored enemy now affects creatures who are of the types you selected and who have an inherent flying speed. At levels 7, 11, and 15 you select one additional creature from the list.

In addition, once per long rest, you can cast the spell jump at will.

Thunderous Voice

Starting at level 7, As an action you let out a yell, invoking your tempestuous magic to create one of the following effects.

- Echoing Shout: Your voice weighs a creature down with its power. One favored enemy of your choice that is currently flying or hovering within 120ft of you must make a Constitution saving throw or have their flying or hovering speed reduced to 0 for 10 minutes. The creature begins to fall at a slow rate and if it collides with anything, the creature takes half falling damage.

You can use this feature twice and regain the ability to do so when you finish a long rest.

- Booming Shout: You unleash a loud booming scream. All creatures within 30ft of you must make a Constitution saving throw. On a failure, a creature's ear drums rupture and begin to bleed, the creature is deafened and takes 1d8 damage at the beginning of each of its turns. An affected creature can repeat the saving throw at the end of each of it's turns, on a success, no longer taking damage at the beginning of it's turn, and ending the deafened effect 10 minutes after the successful save.

You can use this feature once and regain the ability to do so when you finish a long rest.

Leauge Vault

Starting at level 11, when you make a running jump, as an action you can increase the vertical and horizontal distance you cover in feet by an amount equal to (10 + your proficiency modifier + your Dexterity Modifier). For 10 minutes after you use this feature, you are under the effects of the "feather fall" spell.

You can use this feature once and regain the ability to do so when you finish a long rest.

Ringing Blows

Starting at level 15, Whenever you hit a creature with a weapon attack or magic spell attack you can set off one set of vibrations in the targets body, forcing them to make a constitution saving throw. On a success, the creature avoids being affected by this feature. On a failure, the creature begins to vibrate. The vibrations don't start until the round after the initial hit, and the vibrations worsen for each consecutive round. While the effects worsen for only 4 rounds, they extend for 1 minute after round 4.

Round 1 effect: The creature hears a faint humming sound and slight vibrations in its body. The creature takes a minus equal to your wisdom modifier to ability checks and saving throws that involve hearing.

Round 2 effect: The creature hears a humming sound, and feels mild vibrations in its body. The creature has disadvantage on ability checks and saving throws that involve hearing.

Round 3 effect: The creature hears a loud rumbling sound, and feels immensely shaky. The creature has disadvantage on ability checks and saving throws that involve hearing. In addition, any time the creature takes thunder damage it takes additional damage equal to your wisdom modifier, and has disadvantage on saving throws to avoid being forcibly moved.

Round 4 effect: The creature is overwhelmed by a loud roaring sound as waves of force cripple the creature. The creature is deafened and stunned.

In addition, as an action you can end the vibrations, dealing 1d10 thunder damage for each remaining round effect that the creature has not experienced.



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