Stormbornes are mobile spell-and-steel combatants who channel wind, thunder, and lightning through their bodies and weapons. At first their power is unreliable and brief; with discipline, they learn to steer the battlefield, endure the tempest, and ultimately command storms on a mythic scale. Their niche is skirmishing, movement control, and sustained elemental damage rather than the broad spell selection of a full caster.
Carry the storm. Learn to steer it. Become its eye.
Half-Caster skirmisher and battlefield controller
SStormborne
At a glance
Level
1
Proficiency
+2
bonus at this level
Storm Charges
Hit die d10
PrimaryWisdomStrength or Dexterity
Features
22, levels 1 to 20
1Level 1, reached
Stormborne Training
You gain proficiency with Light armor, Medium armor, Shields, Simple weapons, and Martial weapons. You can use a weapon as a Spellcasting Focus for your Stormborne spells.
Storm Spellcasting
You gain the Spellcasting feature. You prepare spells from the Stormborne spell list; the number of prepared spells equals your Stormborne level divided by 2 (round up) plus your Wisdom modifier, minimum one. You use the Ranger spell-slot progression, regain all expended slots on a Long Rest, and use Wisdom as your spellcasting ability.
Gathered Charge
You have a number of Storm Charges equal to your Proficiency Bonus, regaining all expended charges when you finish a Long Rest. Once on each of your turns when you hit with a weapon attack, you can expend one charge to deal an extra 1d4 Lightning or Thunder damage and push the target up to 5 feet if it is Large or smaller.
3Level 3
Storm Path
You gain a Storm Path subclass of your choice. Your path grants features at levels 3, 6, 10, and 14.
Rising Current
Your Storm Charge damage becomes 1d6. You also gain one additional prepared Stormborne spell.
4Level 4
Ability Score Improvement
5Level 5
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. You also gain access to 2nd-level Stormborne spells.
6Level 6
Storm Path Feature
Your Storm Path grants a feature. In addition, you have Advantage on ability checks and saving throws made to avoid being moved against your will.
7Level 7
Lightning Grounding
You gain Resistance to Lightning damage. When you take Lightning damage, you can use your Reaction to reduce it by an amount equal to your Stormborne level; if reduced to 0, you regain one expended Storm Charge.
8Level 8
Ability Score Improvement
9Level 9
Directed Squall
You gain access to 3rd-level Stormborne spells. When you deal Lightning or Thunder damage with a Stormborne spell, you can move one creature damaged by it up to 10 feet if it is Large or smaller (no action required, once per spell).
10Level 10
Storm Path Feature
Your Storm Path grants a feature. You also gain a Climb Speed equal to your Speed and can glide safely downward, moving up to 2 feet horizontally for every 1 foot you descend.
11Level 11
Twin Bolts
You gain a second use of Gathered Charge's damage rider per turn, but no more than one use per attack. You also gain access to 4th-level Stormborne spells.
12Level 12
Ability Score Improvement
13Level 13
Eye of the Tempest
You gain access to 5th-level Stormborne spells. When you roll Initiative and have no Storm Charges remaining, you regain one.
14Level 14
Storm Path Feature
Your Storm Path grants a feature. You also gain a Fly Speed equal to your Speed while you aren't wearing Heavy armor; if you end your turn in the air without another means of staying aloft, you descend safely up to 60 feet.
15Level 15
Tempest Step
Your Storm Charge damage becomes 1d10. When you expend a Storm Charge, you can also move up to 10 feet without provoking Opportunity Attacks.
16Level 16
Ability Score Improvement
17Level 17
Master of the Gale
You gain a 6th-level spell slot and can use it to cast a Stormborne spell you have prepared of 5th level or lower. You regain this slot when you finish a Long Rest.
18Level 18
Storm Incarnate
You gain Immunity to Lightning damage. Once per turn when you deal Lightning or Thunder damage, you can add your Wisdom modifier to one damage roll.
19Level 19
Ability Score Improvement
20Level 20
God of the Storm
As a Bonus Action, you become the living eye of a storm for 1 minute. You gain a 60-foot Fly Speed, can hover, and have Resistance to Bludgeoning, Piercing, and Slashing damage; hostile creatures of your choice that start their turn within 15 feet take 2d8 Lightning or Thunder damage. Once used, this feature can't be used again until you finish a Long Rest.
Core traits
Hit die
d10
Primary
WisdomStrength or Dexterity
Saves
StrengthWisdom
Hit points per Stormborne level; Hit Points at 1st Level: 10 + your Constitution modifier; Hit Points at Higher Levels: (or 6) + your Constitution modifier per Stormborne level after 1st.
DefensesArmor training: Light armor, Medium armor, and Shields.
ArmorLight armor, Medium armor, Shields.
WeaponsSimple and Martial weapons.
ToolsNone.
Starting equipmentchoose the standard equipment package from your GM, or take a martial weapon, a shield or another martial weapon, scale mail or leather armor, a ranged weapon with ammunition, and an Explorer's Pack.
ResourceStorm Charges: a pool equal to your Proficiency Bonus, regained on a Long Rest, spent for weapon-hit damage and utility effects.
MulticlassingPrerequisite: Strength 13 or Dexterity 13, and Wisdom 13. On multiclassing into Stormborne, you gain proficiency with Light armor, Medium armor, Shields, and Simple weapons. Use the multiclass spell-slot rules and count half your Stormborne levels (round up) when determining your multiclass spell slots.
Spells and options
How it casts
You are a half-caster with Wisdom as your spellcasting ability.
You prepare Stormborne spells after a Long Rest from the Stormborne spell list; you can change your prepared spells when you finish a Long Rest. Your spell slots follow the Ranger spell-slot progression, and you can use a weapon as a Spellcasting Focus for Stormborne spells. You can cast a prepared spell as a Ritual only if it has the Ritual tag.
1st-level spells
2nd-level spells
3rd-level spells
4th-level spells
5th-level spells
Subclasses
3
Tempest Guard
A steadfast bulwark who turns violent weather into protection.
Level 3: gain a defensive squall that hampers nearby attackers
Level 6: protect allies from forced movement and wind hazards
Level 10: create cover or obscure an area with a localized gale
Level 14: briefly shelter allies within a mobile storm
Thunderstrider
A relentless skirmisher who arrives with the flash and leaves with the thunder.
Level 3: specialize in rapid strikes and lightning-charged pursuit
Level 6: move between targets after landing a charged hit
Level 10: punish foes that try to escape your reach
Level 14: chain a storm attack across several nearby enemies
Stormcaller
A battlefield shaper who studies the storm as a living force.
Level 3: improve storm spell control and area shaping
Level 6: redirect or soften a spell's wind and lightning effects
Level 10: establish a lingering zone of hazardous weather
Level 14: unleash a major tempest that controls a wide battlefield
Playing one
What it is
Stormbornes are mobile spell-and-steel combatants who channel wind, thunder, and lightning through their bodies and weapons.
At first their power is unreliable and brief; with discipline, they learn to steer the battlefield, endure the tempest, and ultimately command storms on a mythic scale. Their niche is skirmishing, movement control, and sustained elemental damage rather than the broad spell selection of a full caster.
How to play one
You are a durable, mobile half-caster: use spells to shape a fight, then stay active with weapon attacks and carefully timed Storm Charges.
Your early abilities are modest, so conserve spell slots and charges; later, use movement and pushes to isolate threats and protect allies. Your strongest turns combine positioning with one decisive burst rather than repeated nova attacks.
Make one
Personality
I watch the sky even when everyone else is watching the road.
Ideal
Stewardship: Power over the sky means responsibility for those beneath it.
Bond
I owe my life to the crew who dragged me from the sea after my first storm surge.
Flaw
You mistake restraint for cowardice and sometimes push your power too far.
Quirk
You test the wind with a lifted finger before making a decision.
Personality
I watch the sky even when everyone else is watching the road.
I speak softly until danger arrives, then become startlingly direct.
I treat every journey as a chance to learn how a place breathes.
I offer help quickly, but rarely explain why I was passing through.
Ideals
Stewardship: Power over the sky means responsibility for those beneath it.
Freedom: No ruler, chain, or fear should hold a person forever.
Balance: A storm may destroy, but it also clears the air and brings renewal.
Bonds
I owe my life to the crew who dragged me from the sea after my first storm surge.
I protect a lighthouse whose beacon once guided me home.
I seek the person who taught me to fear the power inside me.
Flaws
You mistake restraint for cowardice and sometimes push your power too far.
You find still, enclosed places unnerving.
You feel responsible for every injury caused by weather, even when you had no control over it.
Quirks
You test the wind with a lifted finger before making a decision.
Your hair or clothing stirs in still air when you are tense.
You count the seconds between lightning and thunder out of habit.
You tap metal objects twice before entering a building.
You pause conversations to listen for distant weather.
In the world
Training
A Stormborne usually begins with a brush with violent weather: surviving a lightning strike, being lost at sea, or growing up where storms are a constant threat.
Initiation combines weapon drills, weather observation, and breath control; mentors teach students to ground excess power before asking them to summon it. Formal orders exist, but many Stormbornes are self-taught and learn restraint through hard experience.
How others see them
People often welcome Stormbornes as guides and protectors but grow wary when their power gathers.
Coastal folk may treat one as a necessary safeguard; farmers, rulers, and soldiers may fear what happens if a storm-caller loses control.
Famous practitioners
StormborneIlyra GalehandA calm-eyed navigator whose storm warnings have saved more ships than any harbor chart.
StormborneTorven AshcloudA veteran who learned to call lightning only after spending years repairing the damage caused by her first uncontrolled surge.
StormborneSenn of the Nine BellsThe legendary defender of the Breakwater, said to have stood against a hurricane until dawn.
Factions
The Blue Lantern Compact
A loose network of rescuers and weather-watchers who guide ships and evacuate settlements before dangerous storms.
The High Aerie Wardens
A severe martial order that teaches restraint, battlefield discipline, and the safe use of lightning around allies.
The Roaring Archive
Itinerant scholars who chart unusual weather and preserve oral accounts of storms that seem alive.
Regions
The Gale Coast
Coastal settlements teach practical storm sense to sailors, rescuers, and harbor defenders.
The Skybreak Range
Mountain passes and high plateaus favor disciplines built around thin air, sudden squalls, and dangerous heights.
The Thundersteppe
Across dry grasslands, traveling teachers pass on weather lore to communities vulnerable to seasonal storms.
Character hooks
A storm destroyed your village, and you joined its survivors to learn whether it was natural or summoned.
You were raised by a remote weather station and sent out to map a season of impossible storms.
A ship captain claims you were found inside a calm eye at sea as an infant.
You deserted a military weather corps after being ordered to turn a storm against civilians.
You carry a cracked bronze rod that draws lightning whenever a nearby oath is broken.
You are traveling to return a stolen storm bell before its next ringing wakes something in the clouds.
Media
0 images
No images yet.
Visual sheet
Turn Stormborne into a sheet
A high-res, share-ready sheet you can post or print.