Difference between revisions of "Tempest Conclave (5A)"
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=== Tempestuous Celerity === | === Tempestuous Celerity === | ||
− | At 15th level, you learn to meld your survivalist skills with your preternatural speed. When in your favored terrain, your movement doubles you do not provoke opportunity attacks. When outside your favored terrain, your movement increases by 50% and you may Disengage as a bonus action. | + | At 15th level, you learn to meld your survivalist skills with your preternatural speed. When in your favored terrain, your movement doubles and you do not provoke opportunity attacks. When outside your favored terrain, your movement increases by 50% and you may Disengage as a bonus action. |
== Editor's Notes == | == Editor's Notes == | ||
Slight polish. | Slight polish. |
Revision as of 01:41, 28 July 2022
Starfox's 5th Edition Fan Page |
This is a Ranger conclave for 5A.
Rangers who emulate the archetypical Tempest hone their minds to be as sharp as their blades. As your abilities as a Tempest grow, you learn to transform your twin blades into a hurricane of steel. Just as your blades strike with ferocious speed, your mind’s newfound alacrity allows you to weave spells into your deadly dance.
Source: En5ider 31.
Subclass Features
Tempest Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Tempest Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level | Spells |
1 | Thunderwave |
3 | Dust Devil |
5 | Fly |
7 | Storm Sphere |
9 | Far Step |
Whirling Blades
At 3rd level, you learn how to use a pair of blades with incredible speed. Once per round, when you hit a creature with two or more melee weapon attacks, you may make an additional melee weapon attack against that creature.
You can cast ranger spells with somatic components even if you are holding a weapon in each hand, and when wielding two weapons may use your bonus action to make an attack when you use your action to cast a ranger spell.
Disorienting Speed
At 7th level, when you hit an opponent with three or more melee attacks in the same round, you may expend a spell slot to disorient them. The target must succeed on a Constitution saving throw against your Spell DC or become stunned for a number of rounds equal to the level of the spell slot you spent.
Dance of Steel
At 11th level, you learn how to adapt your fighting style to attack quickly even when you are on the move. You learn Misty Step and Haste as ranger spells. Once per turn, you may also cast a ranger spell with a casting time of 1 action in place of an attack granted by the Extra Attack feature.
Tempestuous Celerity
At 15th level, you learn to meld your survivalist skills with your preternatural speed. When in your favored terrain, your movement doubles and you do not provoke opportunity attacks. When outside your favored terrain, your movement increases by 50% and you may Disengage as a bonus action.
Editor's Notes
Slight polish.