Rangers who emulate the ideal of the Stormcloak are drifters of the wild seas. These rangers make the dangers of the ocean into their own weapons. Stormcloaks wield lightning and thunder to a mighty effect, whether they favor melee weapons or ranged. The storms that rake the seas are a terror to sailors, but not the Stormcloaks. To the crews, a Stormcloak is a rare boon, a sign of good fortune for the voyage ahead.

Some Stormcloak rangers wear a cloak or long coat that courses with lightning when they use their powers. For others, this is a more figurative sense of being cloaked in power.

Ranger Level Feature
3rd Stormcloak Magic, Tempest’s Lash
7th The Power of the Cloak
11th Stormwrack
15th In the Storm I Rise

Stormcloak Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Stormcloak Spells table.

The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Stormcloak Spells
Ranger Level Spells
3rd thunderwave
5th gust of wind
9th haste
13th freedom of movement
17th passwall

Tempest’s Lash

Also at 3rd level, when you hit a creature with a weapon attack, you can expend one ranger spell slot to deal lightning or thunder damage to the target, in addition to the weapon’s damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is made of metal or wearing predominantly-metal armor.

When you are grappled or swallowed whole, you can spend spell slots as an action to deal the lightning or thunder damage specified above without making a weapon attack. The target can avoid this damage automatically by releasing you.

The Power of the Cloak

Starting at 7th level, you gain resistance to lightning and thunder damage. When you suffer damage of either type, you can spend your reaction to absorb some of its power into your weapons instead of grounding it out harmlessly. One weapon of your choice becomes empowered until the end of your next turn. The first time you deal damage with the empowered weapon, it deals an additional 2d6 points of lightning or thunder damage (whichever you absorbed). You can use Tempest’s Lash on this strike as well.

Furthermore, whenever you would suffer disadvantage on Wisdom (Perception) checks due to heavy rain, snow, or sleet, you do not suffer disadvantage and instead gain advantage.


Starting at 11th level, the lightning and thunder that you command become all the more deadly when you strike twice. When you hit with two weapon attacks in a single turn, one target that you damaged in this round suffers an additional 3d6 thunder damage.

In the Storm I Rise

Beginning at 15th level, your cloak grants you flight, and you can protect your allies from lightning and absorb it. As an action, you gain a flying speed equal to your walking speed, and when you or a creature within 10 feet of you takes lightning damage, you can use your reaction to reduce that damage to 0. These benefits last for 1 minute.

Once you use this feature, you can’t do so again until you finish a short or long rest.

Section 15: Copyright Notice

The Seas of Vodari Copyright 2020, Tribality (Innovaworks Inc.) and Shawn Ellsworth.