User:Zhenra-Khal/Tempest (5e Class)

From Dungeons and Dragons Wiki
Jump to: navigation, search


Homebrew.png
Author: Zhenra-Khal (talk)
Date Created: 6/23/2021
Status: In Progress
Editing: Clarity edits only please
Rating box not supported outside of the main namespace.
Rate this article
Discuss this article


Tempest[edit]

Class Features[edit]

As a Tempest, you gain the following class features.

Hit Points[edit]

Hit Dice: 1d8 per Tempest level
Hit Points at 1st Level: d8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier

Proficiencies[edit]

Armor: Light and Medium armor
Weapons: Simple and martial weapons
Tools: None
Saving Throws: Dexterity
Skills: Choose two from Acrobatics, Athletics, Medicine, Perception, Stealth, Survival.

Equipment[edit]

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

  • <- equipment line 1 ->
  • <- equipment line 2 ->
  • <- equipment line 3, add additional "*"s on new lines for each additional equipment line ->

Wealth Rolls[edit]

Alternatively, you can ignore the equipment listed above and in your background, and buy 5d4 x 10gp worth of equipment from chapter 5 of the Player’s Handbook.

Multiclassing[edit]

The prerequisites for multiclassing into or out of the Tempest class are a Dexterity score of 13, and a Strength, Intelligence or Charisma score (Depending on your choice of Disposition; See below) of 13.

When you multiclass into the Tempest class, you gain proficiency with light armor, medium armor, simple weapons, and martial weapons.

Table: The Tempest

Level Proficiency
Bonus
Features Skirmish
Die
Maneuvers Spells
Known
Cantrips
Known
Spell Slots
Known Readied Stances 1st 2nd 3rd 4th 5th
1st +2 Stormy Disposition, Martial Initiate, Skirmish (1)d4 3 3 - - - - - - - -
2nd +2 Tempest Style, Spellcasting (1)d4 4 3 2 2 2 2 - - - -
3rd +2 Tempest Specialization (1)d4 4 3 2 3 2 3 - - - -
4th +2 Ability Score Improvement, Unfettered Versatility (1)d4 5 3 2 3 2 3 - - - -
5th +3 Stylistic Attack (2)d6 5 4 3 4 2 4 2 - - -
6th +3 Specialization Feature (2)d6 6 4 3 4 2 4 2 - - -
7th +3 Evasion, Fast Movement (2)d6 6 4 3 5 2 4 3 - - -
8th +3 Ability Score Improvement, Unfettered Versatility (2)d6 7 4 3 5 2 4 3 - - -
9th +4 Fast Movement Improvement (3)d6 7 5 3 6 2 4 3 2 - -
10th +4 Specialization Feature (3)d6 8 5 3 6 3 4 3 2 - -
11th +4 Instant Outburst (3)d8 8 5 4 7 3 4 3 3 - -
12th +4 Ability Score Improvement, Unfettered Versatility (3)d8 9 5 4 7 3 4 3 3 - -
13th +5 - (4)d8 9 6 4 8 3 4 3 3 1 -
14th +5 Specialization Feature (4)d8 10 6 4 8 4 4 3 3 1 -
15th +5 Rapid Strike (4)d8 10 6 4 9 4 4 3 3 2 -
16th +5 Ability Score Improvement, Unfettered Versatility (4)d8 11 6 4 9 4 4 3 3 2 -
17th +6 - (5)d10 11 7 5 10 4 4 3 3 3 1
18th +6 Specialization Feature (5)d10 12 7 5 10 4 4 3 3 3 1
19th +6 Ability Score Improvement, Unfettered Versatility (5)d10 12 7 5 11 4 4 3 3 3 2
20th +6 Blinding Speed (5)d10 13 7 5 11 4 4 3 3 3 2

Stormy Disposition[edit]

Upon gaining your first level in this class, choose one of the following dispositions. Once selected, this choice cannot be changed.

Physical Disposition[edit]

Strength is your Disposition Ability, used for determining the Save DCs of certain Tempest abilities; If Tempest is your first class level, you gain proficiency with Strength saving throws in addition to Dexterity saving throws. You gain 1 additional hit point for each Tempest level you possess, and proficiency with one type of vehicle or gaming set of your choice; Additionally, you gain access to the Iron Heart and Tiger Claw disciplines.

Mental Disposition[edit]

Intelligence is your Disposition Ability, used for determining the Save DCs of certain Tempest abilities; If Tempest is your first class level, you gain proficiency with Intelligence saving throws in addition to Dexterity saving throws.. You gain proficiency in one set of Artisan's tools of your choice, and with one skill of your choice from the following list: Arcana, History, Investigation, Nature, Religion. Additionally, you gain access to the Diamond Mind and Shadow Hand disciplines.

Emotional Disposition[edit]

Charisma is your Disposition Ability, used for determining the Save DCs of certain Tempest abilities; If Tempest is your first class level, you gain proficiency with Charisma saving throws in addition to Dexterity saving throws. You gain proficiency in one set of musical instrument of your choice, and with one skill of your choice from the following list: Deception, Intimidation, Insight, Performance, Persuasion. Additionally, you gain access to the Devoted Spirit and White Raven disciplines.

Martial Initiate[edit]

Maneuvers Known[edit]

You begin your journey with knowledge of three martial maneuvers. The paths available to you are from the Desert Wind and Plunging Wings disciplines, plus the disciplines granted to you by your Disposition. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). You learn additional maneuvers at higher levels, as shown on the Maneuvers Known column of the Tempest table.

See the maneuvers description for more information on maneuvers, which rank of maneuvers you are able to take, and the prerequisites for specific maneuvers. At 4th, 10th, 16th, and 20th levels, you may choose to replace up to a number of maneuvers and stances equal to your proficiency bonus, losing access to chosen maneuvers or stances and instead learning others. You must be able to fulfill any prerequisites for maneuvers and stances you know after replacing, including previous maneuvers in a specific path, and so on.

Maneuvers Readied[edit]

You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by exercising for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it, so each of your readied maneuvers can be used once (until you recover them, as described below).

To recover your maneuvers, you must have one or more unspent Skirmish dice remaining. As an action, you can expend a number of Skirmish dice, up to one-half of your proficiency bonus, and regain a number of expended maneuvers equal to the number of Skirmish dice spent. You cannot initiate a maneuver or change your stance on the same turn as which you regain your expended maneuvers, or until the start of your next turn. You may ready additional maneuvers at higher levels, as shown on the Maneuvers Readied column of the Tempest table.

Stances Known[edit]

At 2nd level you begin play with knowledge of two stances from any discipline open to Tempests for which you meet the prerequisites. You learn additional stances as shown on the Stances Known column of the Tempest table. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a bonus action. You are unable to concentrate on a spell while you are in a stance, and are unable to maintain a stance while raging.

Saving Throws[edit]

Some of your martial maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Martial Maneuver save DC = 8 + your proficiency modifier + your Dexterity modifier or your Disposition Ability modifier (your choice).

Skirmish[edit]

Beginning at 1st level, you've learned how to use your momentum to inflict greater harm on your foe, or deflect harm to yourself. After moving at least 10ft since the beginning of your turn, you gain one Skirmish die, which is a d4; You can only gain this die once before the beginning of your next turn. You can expend this die in either an offensive or defensive manner (See below). The die increases in size as shown in the Skirmish Die column of the Tempest table.

As you grow in experience, you can harness more of your momentum, granting you additional Skirmish dice based on your movement:

  • At 5th level, if you move at least 20ft, you gain a second Skirmish die, up to 2 dice per round.
  • At 9th level, if you move at least 30ft, you gain a third Skirmish die, up to 3 dice per round.
  • At 13th level, if you move at least 40ft, you gain a fourth Skirmish die, up to 4 dice per round.
  • At 17th level, if you move at least 50ft, you gain a fifth Skirmish die, up to 5 dice per round.

At the beginning of your turn each round, all unexpended Skirmish dice are lost.

Offensive Skirmish[edit]

When you have at least one Skirmish die available, and you land a successful weapon attack, you can choose to expend any number of your available Skirmish dice, rolling them and adding the result to the damage dealt to that target.

Defensive Skirmish[edit]

Additionally, Skirmish die can be expended defensively, using your momentum to help you twist and roll, causing blows to glance off you. If you suffer damage and have Skirmish dice remaining, you can use your reaction and expend one or more of your remaining Skirmish dice, rolling the dice and subtracting the result from the amount of damage dealt to you (To a minimum of 0).

For example, if a 17th-level tempest moved 50ft on her turn, attacked a foe, but chose to only expend 3 Skirmish die on that foe, she would have 2 Skirmish die remaining that she could use defensively; When she's subjected to a Burning Hands spell from an enemy mage, she can use those remaining Skirmish Die, subtracting 2d10 from the amount of damage dealt to her by the spell.


Tempest Style[edit]

At 2nd level, you choose to apply a stylistic approach to your Tempest training. Choose the Lancer Style, or Dervish Style; This choice affects several abilities you gain as you gain experience. You also gain a Fighting Style from the list below. You have access to different Fighting Styles based on whether you chose to be a Lancer or a Dervish.

The following fighting styles are available regardless of the Tempest Style you chose:

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Lancer Style[edit]

Lancers focus on straight-line attacks, darting through and skewering or gutting foes in a single motion. The following Fighting Styles are added to the list of Fighting Styles you can choose from, in addition to the list above.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Dervish Style[edit]

Dervishes focus on whirling area attacks, spinning nimbly about and harming multiple foes rapidly. The following Fighting Styles are added to the list of Fighting Styles you can choose from, in addition to the list above.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


Spellcasting[edit]

At 2nd level, you begin to supplement your combat with skill in the arcane.

Bonus Spells[edit]

The following spells are added to the Tempest spell list for you, based on your combination of Stormy Disposition and Tempest Style.

Table: Disposition/Style Spells

Spell
Level
Physical Spells Mental Spells Emotional Spells
Lancer Dervish Lancer Dervish Lancer Dervish
Cantrips Blade Ward,
Booming Blade
Blade Ward,
Green-Flame Blade
Mage Hand,
Mind Sliver
Mage Hand,
Lightning Lure
Guidance,
Vicious Mockery
Guidance,
Spare The Dying
1st Armor of Agathys,
Wrathful Smite
Armor of Agathys,
Thunderous Smite
Magic Missile,
Guiding Bolt
Magic Missile,
Arms of Hadar
Healing Word,
Command
Healing Word,
Cause Fear
2nd Branding Smite,
Shadow Blade
Branding Smite,
Spiritual Weapon
Augury,
Mind Spike
Augury,
Shatter
Prayer of Healing,
Crown of Madness
Prayer of Healing,
Enthrall
3rd Blinding Smite,
Hunger Of Hadar
Blinding Smite,
Crusader's Mantle
Clairvoyance,
Lightning Bolt
Clairvoyance,
Fireball
Beacon of Hope,
Fast Friends
Beacon of Hope,
Fear
4th Staggering Smite,
Shadow Of Moil
Staggering Smite,
Stoneskin
Divination,
Gravity Sinkhole
Divination,
Fire Shield
Aura of Life,
Phantasmal Killer
Aura of Life,
Confusion
5th Banishing Smite,
Negative Energy Flood
Banishing Smite,
Holy Weapon
Mislead,
Bigby's Hand
Mislead,
Synaptic Static
Dominate Person,
Raise Dead
Dominate Person,
Reincarnate

Cantrips[edit]

At 2nd level, you may learn any 2 Cantrips from the Tempest spell list. You learn an additional Cantrip of your choice from the list at 10th and 14th levels.

Spell Slots[edit]

The Tempest table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Momentum Casting[edit]

In order to cast a Tempest spell of 1st level or higher, you must have remaining, unspent Skirmish dice available, equal to or greater than the spell's level.

Spells Known of 1st Level and Higher[edit]

You know two 1st-level spells of your choice, selected from the Tempest spell list.

The Spells Known column of the Tempest table shows when you learn more Tempest spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability[edit]

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

Spell save DC = 8 + your proficiency bonus + your Disposition ability modifier

Spell attack modifier = your proficiency bonus + your Disposition ability modifier

Spellcasting Focus[edit]

You can use an arcane focus as a spellcasting focus for your Tempest spells.


Tempest Specialization[edit]

At 3rd level, you choose to specialize in a method of mobile fighting. Your choice grants you features at 3rd level, and again at 6th, 10th, 14th, and 18th levels.

  • Coryphée (Inspiration through dancing, bardic nonsense)
  • Crimson Dragoon (Violent combat, specializing in either big foes or large quantities of foes)


Ability Score Improvement[edit]

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.

Unfettered Versatility[edit]

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in the way you approach your combat and a variation in training and technique.

  • Replace the option you chose for your Tempest Style feature with one of that feature's other options (But not the accompanying Fighting Style). All other Style features you possess grant you the benefits associated with your new Style, in place of the old one.
  • Replace a Fighting Style you know with another Fighting Style available to the Tempest Style you selected.

Stylistic Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Additionally, you gain an additional option, based on your Tempest Style.

Lancer[edit]

When you use Skirmish, the first target you successfully deal Skirmish damage to is Marked until the end of your next turn, until you are incapacitated, or until you Mark another target. When you deal Skirmish damage to a Marked target, or use Skirmish dice to prevent damage that a Marked target would deal to you, instead of rolling, you can choose to use the highest number on the die instead.

Dervish[edit]

When you deal Skirmish damage to a target with an attack or Strike, you can choose a secondary target that is within 5ft of the first. If the same attack roll would've beaten the secondary target's Armor Class, you can choose to deal damage, of your weapon's type, to the secondary target equal to the Skirmish damage you dealt to the first.


Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. 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.

Fast Movement[edit]

Starting at 7th level, your speed increases by 5 feet while you aren't wearing heavy armor. Your speed increases by an additional 5ft at 11th, 13th and 17th levels.

When you reach 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. You must still end your movement on a surface you could normally stand on; Otherwise, you will fall at the end of your movement.

Moment of Alacrity[edit]

At 9th level, whenever you roll initiative, you can roll a dice equal to the size of your Skirmish dice, and add it to your initiative roll.

Instant Outburst[edit]

Beginning at 11th level, when you roll Initiative, you instantly gain a number of temporary Skirmish dice equal to your maximum number of Skirmish dice. These temporary Skirmish dice stack with your normal Skirmish dice, and are lost at the end of your turn.

Rapid Strike[edit]

Starting at 15th level, you learn to trade accuracy for swift strikes. If you make an attack with advantage against a target, you can forego the advantage to make an additional attack against that target, as part of the same action. You can do so no more than once per turn.

Blinding Speed[edit]