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View Full Version : D&D 5e/Next Looking for feedback on a class I've been working on. The Storm Lord(WIP)



RodKnee
2018-02-06, 03:45 PM
- Storm Lord / Warden of The Gale -

Hit Points

Hit Dice: 1d10 per Storm Lord level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Storm Lord level after 1st

Proficiencies

Armor: All Armor, Shields
Weapons: Simple and Martial Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose Two from Perception, Insight, Athletics, Intimidation, Persuasion, Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) Two Martial Melee Weapons (b) Shield and A Martial Melee Weapon
(a) A Dungeoneer's Pack or (b) An Explorer's Pack

- Scale Mail
- Mark of Fury (Lightning shaped black burns, almost like tattoos, that act as spellcasting focus. Granted by the gods for being their chosen vassal)

•Tempests Touch

The power that flows through you is almost too much to handle. At 1st level you gain the Shocking Grasp cantrip and may us it in place of one of your attacks by channeling electricity through your weapon.

•Thunderous Rebuke

You have the ability to thunderously rebuke attackers. At 1st level, when a creature within 60 feet of you that you can see hits you with an attack, you can use your reaction and to cause the creature to make a Dexterity saving throw. The creature takes 1d6 thunder damage on a failed saving throw, and half as much damage on a successful one. This damage increases as you reach higher levels: increases to 2d6 at 5th level, 4d6 at 9th level, 5d6 at 13th level, and 6d6 at 17th level. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses of this feature when you complete a long rest.

•Fighting Style

By the time you reach 2nd level, you have adopted a particular style of fighting as your specialty. Choose one fighting style from the list available:
- Defense: While you are wearing armor, you gain a +1 bonus to AC.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
- Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Mariner: As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC
You can't take a Fighting Style option more than once, even if you later get to choose again.

•Destructive Wrath

Starting from 2nd level, when you deal lightning or thunder damage, you can choose to deal the maximum possible damage instead of rolling for damage. Once you use this feature, you can't use it again until after you complete a short or long rest.

As you reach higher levels, you can use this feature more often. Starting from 10th level, you can use this feature twice between short or long rests, and starting from 18th level, you can use this feature three times between short or long rests.

•Spellcasting

By the time you reach 3rd level, you have learned to draw on a limited well of magic.
- ¾ Caster.
1st level spells until 5th level
2nd level spells until 7th level
3rd level spells until 10th level
4th level spells until 13th level
5th level spells until 16th level
6th level spells until 19th level
7th level spells at 20th level


•Cantrips

At 3rd level, you know three cantrips of your choice from the storm lord spell list. When you reach 8th level and again at 10th level, you learn one additional storm lord cantrip of your choice.

•Spell Slots

The Storm Lord table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these storm lord spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell guiding bolt and have a 1st-level and a 2nd-level spell slot available, you can cast guiding bolt using either slot.

•Spells Known of 1st Level and Higher

Choose a number of spells equal to your Charisma modifier + your Storm Lord level (minimum of one spell).

The Spells Known column of the Storm Lord table shows when you learn more Storm Lord spells of your choice. Each of these spells must be of a level for which you have spell slots.

Additionally, you can change your list of prepared spells when you finish a long rest. Preparing a new list of Storm Lord spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

•Spellcasting Ability

Charisma is your spellcasting ability for your Storm Lord spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Storm Lord spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

•Spellcasting Focus

You can use your Mark of Fury as a spellcasting focus for your Storm Lord spells.

•Overcharge

At 3rd level You channel the strength of the storm into yourself becoming a conduit for its fury. You may spend your points of fury to cast any spell from the Storm Lord spell list as a bonus action. After spending at least 4 points you become overcharged with electrical energy and unable to cast spells higher than cantrips for 3 rounds and have less than 4 charges remaining (charges also fade during long rest), however in this state you discharge bolts of lightning to all creatures within a 10ft range of you dealing 1d4 damage once at the start of your turn or when a creature enters the aura. Regain all spent points at the end of a short or long rest.
(20 point max pool)
4 points at 3rd level
+1 point at 5th level as well as all levels after
-Spell Charge Cost-
* The cost of spells is equal to the spell level x 2 rounded up (ex: cantrips are 1 charge. 1st level spells are 2 charges so you may overcast 2 spells before overcharging. 3rd level spells are 6 charges so you may only overcast 1 spell. 4th level spells require 8 charges and thus you may overcast only 1 spell but will now have to wait a total of 6 rounds instead of 3 until overcharge fades and you may cast again.)

•Weapon Bond

You have an incredible bond with your weapons. Starting from 3rd level, any weapon you have proficiency can be used as your spell focus if you meditate with it for 1 hour. You can have a maximum amount of weapon bonds equal to your Charisma modifier (minimum of 1). In addition, you can provide the somatic component of spells with your weapon. In order to disband a weapon you have bonded with, you must spend 8 consecutive hours with the weapon that is replacing the current. Also, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence,you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

•Storm Resistance

Starting at 3rd level, you have resistance to lightning and thunder damage.

•Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

•Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

•Shockwave

Starting at 6th level, when you deal lightning damage to a creature of Large size or smaller, you can also push that creature 10 feet away from you.


•Aura of Storm Resistance

Starting at 10th level, your allies have resistance to lightning and thunder damage while they are within 30 feet of you.

•Storm Strikes

Beginning at 11th level, your overcharge damage increases by an additional 1d4 lightning damage on a hit.

•Storm Guide

At 14th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot radius centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.


• Embrace the Cataclysm

At 20th level, you can invoke the powers of elemental air to become an avatar of the storm. Using your action, you can cause wind to swirl around you, creating a mini-storm with you at its eye. For 10 minutes, the following effects take place:

- Wind propels you upward, granting you a flying speed of 60 feet.
- You have immunity to lightning and thunder damage.
- Each creature of your choice that starts its turn within 60 feet of you must succeed on a Strength saving throw against your spell save DC or be pushed 15 feet horizontally in a random direction decided by rolling 1d4.(North, South, East, West)
- Rain and Hail assault all those that you choose in range. Creatures of your choice make a constitution saving throw or take 9d10 bludgeoning and 5d8 cold damage. They suffer half damage on success and full damage are pulled closer to you on a fail.
- All creatures within 60 feet of you are deafened by the strong winds and have half speed when moving in the aura.
- Gas or vapor within 60 feet of you disperses, and candles, torches, and other unprotected flames are extinguished. Protected flames, such as those of lanterns, dance wildly and have a 50% chance to extinguish each turn.

You can temporarily suppress these effects as a bonus action on your turn. As a bonus action on a subsequent turn, you can activate this feature once more, as long as you are still within the 10 minute duration.

Once you use this feature, you can't do so again until you complete a long rest.


- SPELLS -
(The spells marked with “ - “ are spells innately known)
Cantrips (0 level)
Booming Blade
Dancing Lights
Gust
Prestidigitation
Shape Water
Shocking Grasp
Lightning Lure
Thaumaturgy
Thunderclap

1st Level
Absorb elements
Chromatic orb
- Thunder stomp
Create or destroy water
Healing Word
Feather Fall
Fog Cloud
Guiding Bolt
Shield
Jump
Silent Image
- Thunderous Smite
Thunder Wave
Command
Zephyr Strike

2nd Level
- Forked Lightning
Ball Lightning
Lesser Restoration
- Blur
Hold Person
Dust Devil
Gentle Repose
Gust of Wind
Continual Flame (ReFlavor?)
Levitate
Misty Step
Shatter
Skywrite
Snilloc's Snowball Swarm
Warding Wind

3rd Level
Call Lightning
Daylight
Elemental Weapon
- Thunder Step
Fly
Gaseous Form
Haste
- Revivify
Lightning Bolt
Protection From Energy
Sleet Storm
Tidal Wave
Remove Curse
Wall of Water
Water Breathing
Water Walk
Wind Wall

4th Level
- Black Tentacles
Blight
Conjure Minor Elementals
Control Water
Elemental Bane
Freedom of Movement
Hallucinatory Terrain
Resilient Sphere
Storm Sphere
Death Ward
Watery Sphere
- Lightning Shield

5th level
- Lightning Surge
- Control Winds
Destructive Wave
Greater Restoration
Maelstrom
Mass Cure Wounds
Steal Wind Strike
Lightning strike
Hold monster
Dominate Person

6th level
Chain Lightning
Investiture of Wind
Investiture of Water
Eyebite
Mass Suggestion


7th level
Power Word Pain
Teleport
Regenerate
Thunder

New/Reworked Spells specific to Storm Lord / Warden of The Gale.

•Forked Lightning

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You create three archs of lightning to strike targets within range. You can strike one target or several.
Make a ranged spell attack for each arch. On a hit, the target takes 2d6 lightning damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional arch for each slot level above 2nd.

•Lightning Shield

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes

Small bolts of energy surround your body and crackle for the duration of the spell, radiating a bright light bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell using an action to make it disappear.

The energy around you is either lightning or plasma, your choice. The shield around you gives resistance to it's chosen element for the duration. Use fire for plasma damage and resistance accordingly.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, energy surges from the shield. The attacker then suffers 2d8 points of fire damage or lightning, depending on the mode.

•Lightning Surge

Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (a small crystal or glass cone)
Duration: Instantaneous

Arcing tendrils of lightning erupt from your hands. Each creature in a 60-foot cone must make a Dexterity saving throw. Any creature of your choosing in the cone take 8d8 lightning damage on a failed save and have their movement halved for 1 round, or half as much damage on a successful one.

•Thunderstomp

Casting Time: 1 action
Range: 15ft
Components: V, S
Duration: Instantaneous

You stomp your foot on the ground cracking it and sending out waves of energy with an audible sound that can be heard 150 ft away. Each creature in the area must make a Dexterity saving throw or take 3d6 thunder damage. On success they take half damage, on a fail they take full damage and are knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the damage increases by 1d6 for each slot level above 2nd.

•Ball Lightning

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a rounded white opal or pearl)
Duration: Concentration, up to 1 minute

A 5-foot-diameter sphere of lightning appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw or take 2d6 damage and the creature can't take reactions until the start of their next turn, the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

•Power Word: Pain

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on Constitution saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

•Thunder

7th-level evocation
Casting time: 1 action
Range: Self (60-foot radius)
Components: S, V
Duration:Instantaneous

Bolts of lightning and echoes of deafening thunder burst from your body in every direction. Each creature other than you in a 40-foot radius centered on you must make a Constitution saving throw. On a failed save a creature takes 6d6 lightning damage, takes 6d6 thunder damage, and is deafened for 1 minute. On a success a creature takes half as much damage and isn't deafened.

•Investiture of Water

6th-level transmutation
Casting time:1 action
Range: Self
Components: V, S
Duration:Concentration, up to 10 minutes

Until the spell ends, water swirls across your body, and you gain the following benefits:

You are immune to acid damage, and you have resistance to fire damage.
You have a swim speed of 90 feet, and you can walk on liquid as if you were under the effects of a water walk spell. You can breathe water as if it was air.
You can use your action to create a high-pressure blast of water 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Strength saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from you and knocked prone.

• Lightning Strike

A massive bolt of lightning roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high Cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 thunder or lightning damage(your choice) and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the lightning damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Lalliman
2018-02-06, 05:14 PM
A class table would be useful here. Making tables on this site sucks, but you can link to a Google doc or something. It's hard to keep track of things like this.

I don't have a lot of time right now, but I'll give some quick thoughts and come back to this tomorrow.

Right away what stands out to me is that the spellcasting is... weird. You get it later than a paladin, but it scales faster. It also scales inconsistently: you get a new spell level every three levels, except for 3rd level spells, which you get two levels after getting the 2nd level ones.

Overall, my intuition tells me that it's a bit too powerful. Everything except the casting seems about on par with a paladin, except the 3/4 casting pushes it overboard. Is there a concrete reason not to go for the usual paladin casting? Admittedly it needs some more in-depth comparison.

The one thing that definitely isn't right is Tempest Touch. A cantrip is not a replacement for a weapon attack, it's designed to replace the entire Attack action. So if you let someone use it multiple times, it turns out too powerful. Just imagine someone playing a dual-wielding fighter with a one level dip in this and casting Shocking Grasp three times per turn, plus potentially a fourth time for their opportunity attack.

There's some cool ideas here, but it needs some thought. I'll get back to you later.

RodKnee
2018-02-06, 05:46 PM
A class table would be useful here. Making tables on this site sucks, but you can link to a Google doc or something. It's hard to keep track of things like this.

I don't have a lot of time right now, but I'll give some quick thoughts and come back to this tomorrow.

Right away what stands out to me is that the spellcasting is... weird. You get it later than a paladin, but it scales faster. It also scales inconsistently: you get a new spell level every three levels, except for 3rd level spells, which you get two levels after getting the 2nd level ones.

Overall, my intuition tells me that it's a bit too powerful. Everything except the casting seems about on par with a paladin, except the 3/4 casting pushes it overboard. Is there a concrete reason not to go for the usual paladin casting? Admittedly it needs some more in-depth comparison.

The one thing that definitely isn't right is Tempest Touch. A cantrip is not a replacement for a weapon attack, it's designed to replace the entire Attack action. So if you let someone use it multiple times, it turns out too powerful. Just imagine someone playing a dual-wielding fighter with a one level dip in this and casting Shocking Grasp three times per turn, plus potentially a fourth time for their opportunity attack.

There's some cool ideas here, but it needs some thought. I'll get back to you later.

That is a lot. I agree that after re reading it some of it I was over eager and made a bit too strong.

The 3/4 casting can go. Half casting is totally okay, honestly I just wanted to implement some of the new higher level spells but they can just be scaled down to fit.

Tempest Touch I might need to re word to only be used once a turn or some other limiter. Originally I had it as increasing your unarmed attack and making it electric and scaling as well as making the class unable to wield other weapons (because they wouldn't need to with the charged fists) but it felt off.

Moxxmix
2018-02-07, 03:50 AM
So, seems like a cross between a paladin and a storm sorcerer.

~~~~~

Spells review:

Forked Lightning is a reskinned Scorching Ray. Should be fine.

Lightning Shield is a reskinned Fire Shield. Fire Shield is Wizard-only, and may be inappropriate to give to a paladin-type, particularly with no concentration requirement.

Lightning Surge is a reskinned Cone of Cold. Should be fine.

Thunderstomp is vaguely like a Thunderwave variant. However it seems slightly overdone for a 1st level spell. Thunderwave is a 15' cube (max 9 targeted creatures). Thunderstomp is a 15' radius (~32 targetable creatures). It also knocks prone instead of just pushing back, and does 10.5 expected damage instead of 9. Preferred expected damage for level 1 AOE spells is 8.5. Overall, should probably be a level 2 spell with 4d6 damage.

Ball Lightning is pulled from Elminster's Guide to Magic, except Elminster's had it as a 5th level spell, and you have it as a 2nd level spell. Since you have it only being capable of hitting a single target per turn, and doing 2d6 damage, its bonus action usage seems somewhat closer to Heat Metal or Spiritual Weapon, other 2nd level spells that allow you to do extra damage on your bonus action.

However those spells are limited to clerics, bards, and druids. Gaining bonus action damage for a paladin or sorcerer (without Quicken), for more damage and movement range than Spiritual Weapon allows (Heat Metal does more damage, but is restricted to a single target), feels overpowered. I would consider rethinking this spell.

Power Word Pain is already in Xanathar's, so isn't a new spell.

Thunder seems fine. It has expected damage of 42, while the preferred amount is 41.5. There's an error in the range, though. The Range line says a 60 foot radius, while the text says a 40 foot radius.

Investiture of Water seems fine.

Lightning Strike: You didn't specify the basic details (range, action, duration, etc). It's a 5th level spell dealing 5th level AOE damage, which is fine. The scaling should be 1d6 for both damage types, not just one damage type, when upcasting. It's a pretty straightforward spell, but could probably do with some extra bonus effect, given the small AOE (even if it does go pretty high). Maybe one turn of stunned if a target fails the save.

~~~~~

Class traits review:

Mark of Fury: Allowing tattoos to serve as a spellcasting focus seems a bit cheat, considering the annoyance pure spellcasters have to go through regarding limitations on using a focus and wielding a weapon.

Tempest's Touch: It's fine to grant the cantrip as a freebie, but it has to be cast normally. It can't be used in place of "one of your attacks". Spellcasting is an entire action.

Overcharge: You don't explain where the "points of fury" come from. They appear to act like Sorcery Points (roughly 1 point per level, just like a sorcerer), except better, and given to a heavy melee class.

You don't specify how long the lightning aura lasts. It seems vaguely like the storm sorcerer's Heart of the Storm (gained at 6th level, unlike Overcharge at 3rd level), but it's hard to judge how balanced it is.

You also allow the class to cast spells as bonus actions by spending Fury Points, but don't specify whether they also need to expend a spell slot.

SP cost to cast a spell as a bonus action (ie: use Quicken Spell metamagic):
1st: 4
2nd: 5
3rd: 7
4th: 8
5th: 9

So in mid levels it's roughly equivalent, but it's significantly cheaper for cantrips and 1st level spells. I would consider this feature overpowered, as written.

Weapon Bond: And now you can use your weapon as a spell focus. Why? You're already giving the class a free spell focus. This would likely be fine on its own, though, if you ditched the tattoos as spell focus.

It seems to be a combination of the Eldritch Knight's Weapon Bond, and the feat War Caster. Plus you can have up to 5 weapons bonded, rather than the 2 that Eldritch Knight gets. Given the focus on magic, I don't know why this class would get to bond with more weapons. Seems overpowered.

Storm Resistance: You gain resistance to lightning and thunder damage at 3rd level, rather than the level 6 that storm sorcerer gets. This seems too early.

ASI: Standard

Extra Attack: gained for being a melee type.

Shockwave: Unclear on how this may be used. Does the lightning damage from Overcharge count? Do cantrips count? I don't think I'd accept this.

Aura of Storm Resistance: Counterpart to Aura of Courage from paladin.

Storm Strikes: Keeping the Overcharge bonus damage roughly in line with what Heart of the Storm gives (half the sorcerer's level).

Storm Guide: The same ribbon utility that storm sorcerer gets at level 6. No issues with this.

Embrace the Cataclysm: A bit like getting a 9th level spell as the capstone. On the one hand, it's still once per day, just like an equivalent spell. On the other hand, you're giving a spell like this to a melee fighter. Even if they have magic, it's way over their pay grade.

~~~~~

Summary:

It's like you squished a paladin and a sorcerer together, without the downsides of having to multiclass to get each other's features. Is significantly overpowered as a class.

RodKnee
2018-02-07, 11:57 AM
That is so much for the insight. I was highly aware when I finished that it would most likely be over powered and ive already been altering it on my saved Doc.

I agree with what you said about some of the spells. Honestly it's my 1st time really homebrewing so I didn't 100% know how to properly balance them.

Like I said I've already been altering the class. So far I've changed Tempests Touch to like you said making it the standard cantrip.

For the weapon bond I was going for the feel of Thor and his hammer. Although the 5 weapons was a typo I didn't catch when I submitted and has been changed to only bonding to 1 weapon.

Mark of Fury has been changed to the flavor of the Weapon Bond by carving runes on the Weapon to turn it into your focus.

The overcharge ability was really my main worry with the class and ive sense scrapped the entire thing and am thinking of a replacer.

And the 20th level ability I feel I might keep as is if not tweak slightly. But given how few campaigns reach that level and the balance at 20 isn't great I think it works. I might just make it a 2 day rest maybe?

Overall your review makes me think I'm better off just trying to condense into a paladin subclass and not be as ambitious to try a full class as my 1st time.homebrewing xD. Thank Again!

Moxxmix
2018-02-07, 03:14 PM
Overall your review makes me think I'm better off just trying to condense into a paladin subclass and not be as ambitious to try a full class as my 1st time.homebrewing xD. Thank Again!
It would likely be much easier to work on a subclass, rather than trying to build an entire class, particularly if you're new at the process. You can get some ideas from Tempest Clerics and Storm Sorcerers, while having guidelines from paladin to work from.

Actually, I'd suggest you go watch Mike Mearl's Happy Fun Hour show (there's a thread near the top of the D&D 5e/Next forum for it; I can't post links yet). His first episode showed him designing a new subclass for Warlock, and it's useful in understanding what to look for in changing up a subclass to something new.

Good luck.