There is power in storms. Even during the time of the Old World, storms were synonymous with furious, unbridled energy. Now, between hyper-hurricanes and similar extreme weather conditions, the comparison has only grown more apt. Stormrider entities are A.I.s that feel an affinity with the raucous power of thunder and lightning. Perhaps the entity was birthed during an electrical storm, or perhaps they were once part of the cloud. Regardless, they now act as a constant rumbling in their ordinator's mind, pushing them toward wrath and retribution.
Synergy Techs
Ordinator Level Techs
1st Smoke Grenade, Shockwave
3rd Sonic Blast, Eardrum Blowout
5th Agitate Cumulus, Coolant Storm
7th Control Water, Super-Cooled Disposable Drones
9th Destructive Wave, Hardlight Storm
Bonus Proficiencies
At 1st level, you gain proficiency with military weapons and heavy armor.
Storm Rebuke
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
A.I. Assistance: Destructive Wrath
Starting at 2nd level, you can use your A.I. Assistance to wield the power of the storm with unchecked ferocity.
When you roll lightning or thunder damage, you can use your A.I. Assistance to deal maximum damage, instead of rolling.
Concussive Strike
At 6th level, when you deal lightning or thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Storm Strike
At 8th level, you gain the ability to infuse your weapon strikes with surges of storm-like energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 lightning or thunder damage to the target (your choice). When you reach 14th level, the extra damage increases to 2d8.
Stormborn
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
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