May 19, 2018

The Raging Storm

Otherworldly Patron
Comments from the Knuckle: "Welp, over a year after I first promised it was coming, here it finally is, and I apologize that it took this long time to get this written. I had lots of fun writing this one, and I hope that it's as much fun for y'all to play!"

The Raging Storm

A nebula of arcane power and lightning, shrouded in rain and heralded by thunder, Raging Storms are ancient and powerful creatures, elemental rulers from the Plane of Air. The nature of a Raging Storm lends itself to chaos, and patrons of this type seemingly bestow their power at random. Most of these patrons are obscure and volatile, leading few warlocks to seek them out. Instead, a Raging Storm patron seeks out patrons of great strength and determination, knowing that such an individual will prove to be a powerful agent in times of tribulation.
     Beings of this sort include A'ahtwaka, the Astral Storm; Gyldiir, the Lord of the Southern Sky; Thraegost, the Tempest King; Tseerylii, Queen of the Feathered Court; and Vyrleek, Lady of Thunder and Vengeance. Other creatures of this type that can grant mortals power include noble djinn, storm giants, thunderbirds, and other powerful denizens of the Elemental Plane of Air.

Raging Storm Expanded Spell List
Spell Level Spell
1stfeather fall, thunderwave
2ndgust of wind, volting blade
3rdcall lightning, elemental weapon
4thconjure minor elementals, storm sphere
5thcone of cold, control winds

Heart of Thunder
Starting at 1st level, whenever you deal damage with the eldritch blast cantrip, the hex spell, or weapon attack, you can choose to deal cold, lightning, or thunder damage instead of the normal damage.
     In addition, you learn the shocking grasp cantrip. This cantrip is a warlock cantrip for you, and does not count against your number of cantrips known.

Arcing Requital
Starting at 6th level, when you take damage from an attack that originated within 60 feet of you, you can use your reaction to force your attacker to make a Dexterity saving throw against your warlock spell save DC. Lightning arcs from your body towards the creature, and on a failed save they take lightning damage equal to 1d10 + half your warlock level, or half as much damage on a successful save. Immediately after the attacker takes this damage, you can fly 10 feet in any direction without provoking opportunity attacks. If you do not end this movement on the ground, you fall to the ground at the start of your next turn.
     Once you use this feature, you can't use it again until you finish a short or long rest. If you are in stormy conditions or concentrating on the call lightning spell, you can use this ability at will for as long as the storm endures, and you do not fall to the ground at the beginning of your turn.

Conduit of the Tempest
Starting at 10th level, channeling the power of the storm has become second nature for you. When you cast a spell that deals cold, lightning, or thunder damage, you gain resistance to that type of damage for the duration of the spell or 1 minute, whichever is longer. Additionally, you have advantage on concentration checks for spells that deal cold, lightning, or thunder damage.

Voice of the Raging Storm
Starting at 14th level, you learn to tap into the raw, untamed power of the storm. As a bonus action, you can transform yourself, channeling this power. For 1 minute, you gain the following benefits:
  • Your voice is magnified, booming and echoing; audible from 300 feet away.
  • Your eyes glow with electric blue energy, and lightning begins to arc across your body. When a hostile creature ends their turn within 5 feet of you, they take lightning damage equal to 1d4 + your Charisma modifier.
  • You can use your action to cause lightning to arc from your hand and hit a creature within 10 feet of you. That creature must make a Dexterity saving throw against your warlock spell save DC. On a failed save they take 3d8 lightning damage and are stunned until the end of your next turn. On a successful save they take half as much damage and are not stunned.
  • You gain a fly speed equal to your walking speed.
     Once you use this feature, you can't use it again until you finish a long rest.

New Spell
The following spell is available to warlocks of the Raging Storm

Volting Blade
2nd-level evocation

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

You speak the ancient words and call forth a bolt of lightning from the heavens and fashion it into a stormy blade. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 lightning damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you are flying, or in stormy weather, you make the attack roll with advantage.
     If you drop the weapon, or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
     At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th or higher, the damage increases to 5d8. 


  1. Sorry about the late post! I've been swamped with work the last week or so, so the posts have been consistently about 24 hours late. I'll try to get a little more caught up by next week!

  2. This is definitely one of the most interesting warlock sub-classes I've read and I can't wait to try it out sometime.

  3. This is definitely interesting. I think it needs playtesting to measure the power level, but it seems really fun and definitely plays different from other warlocks.

    Btw, I'd add several things to the patron list. Krakens and storm giants are obvious, for example, and I wouldn't rule out blue or silver dragons.

  4. I'd been playtesting it in a couple of one shots, prior to release and actually scaled back and clarified the 6th level ability based on the playtesting. So far, other than having to scale back the one feature nothing has seemed particularly overly powerful.

    You're definitely free to use certain dragons or the kraken as patrons for this warlock, but they also have their own patrons (admittedly, those are in Patreon books so some people might not've seen them) in the form of the Elder Wyrm and the Deep One.

  5. Is this a Thor`s Reference? XD

    1. I won't comment on the fact that I may or may not have written this after I walked out of the theater for Thor: Ragnarok last fall...

      Real talk though: Thor is a great reference point for lightning powers.

  6. Also reminds me of the Warlock sublcass from Destiny, especially the level 14 ability

  7. This is such a lovely class, we are test playing on our Discord in a Fight Club setting; with some West Marches-like side RP stuff.

    During our Test play we leave comments and notes on the class in a room dedicated to the Test play. If we get a bunch of good reviews, we welcome it to our Fight Club. We have a 2 week voting process that all Fight Club Players get to vote on what they would like to see played. Then we play test the class for 2 weeks to see if it would be a fit for our setting. - We invite content creators like The Knuckle and others to come and check it out. If you don't join our server, that's okay, I bring all the comments back here for you!

    I know the first thing people had to say is that the opening ability lacks luster like Great Old One, Arch Fey, Hexblade and so on. I advised the players it's not a front heavy class like Hexblade (how many people really take Hex to level 20). No one is over level 4 yet in the Test play

    1. I don't know why it didn't leave my name...

      We are a Podcast and a Social TTRPG Community on Discord (see link above)

  8. Are you all blind? Or do you just love playing subclasses that are completely broken?
    Ignoring the lvl 6 and lvl 10 abilities (which are way too strong all the same) and just looking at the following phrase:

    "You can use your action to cause lightning to arc from your hand and hit a creature within 10 feet of you. That creature must make a Dexterity saving throw against your warlock spell save DC. On a failed save they take 3d8 lightning damage and are stunned until the end of your next turn."

    You use your action to stun someone.
    He is stunned until THE END of YOUR next round,
    which means:
    He can't do shit until you cast it again and since he's stunned he won't get a DEX save.
    Case closed and subclass banned from every D&D game I play.

    1. Would be fine if it was a CON-save like stunning strike that is also until the end of your next turn, no?

    2. Or perhaps a spell attack that, on hit, causes a con save vs stun

  9. While I love Voice of the Raging Storm, it kinda feels like there should be something else in place of the lightning damage that someone takes. I get that this might just a feature that is equivalent to the other Investiture spells but only dealing 1d4 plus Charisma mod to someone when they end their turn within 5 feet of you of you sounds fairly weak. Personally, I would have had it so your weapon and spell attacks deal an additional 1d8 lighting or thunder damage (your choice on each attack) or if an attack deals lightning or thunder damage, you add your Charisma modifier to the roll.

    Also, I think the most recent commentator has a point about the action you can use with the feature. I think it's a bit excessive to ban this from every game he plays since this can be changed to be better. If it was meant to be the START of your next turn, then I would understand. The guys who make these subclasses make errors all the time and we as viewers point them out to make sure things are as clean as they can be.

    Either way, I'd love to play this someday, or possibly see a redux down the line.