Storm Disciple

Your philosophy of life and battle is shaped by your belief in the infinite storm. In every corner of the world and across every plane of existence, order and chaos clash without end. Violent storms, full of elemental wrath, are the most potent sign of this eternal conflict. You have devoted yourself to studying and embodying these storms, not as a force of nature to tame, but as a principle to live by. You are the eye, the thunderhead, the lightning strike—never still, never at peace. Wherever strife brews, you arrive as herald and hammer, unrelenting as the storm itself.

Lightning’s Path

3rd-Level Battlemind (Storm Disciple) Feature   You can disappear with the crack of thunder and reappear in a flash of light. As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Battlemind Power Reservoir, and you regain all expended uses when you finish a short or long rest.   Whenever you teleport this way, each creature adjacent to the space you appear in must make a Constitution saving throw against your Psi Save DC, taking thunder damage equal to 1d10 + your Intelligence modifier. This damage increases by 1d10 when you reach 7th (2d10), 14th (3d10), and 18th level (4d10).

Lightning Strikes Twice

7th-Level Battlemind (Storm Disciple) Feature   When you strike with the storm’s fury, it leaps from foe to foe. Once per turn, when you deal lightning damage to a creature, you can cause a second creature of your choice within 10 feet of the original target to take lightning damage equal to your Intelligence modifier.

Rouse the Storm

15th-Level Battlemind (Storm Disciple) Feature   You move with the storm’s rhythm, surging through the battlefield with each strike. Whenever you deal thunder or lightning damage to a creature, you can use your reaction to teleport up to 15 feet to an unoccupied space you can see.   In addition, whenever you teleport, until the start of your next turn, any creature within 15 feet of you that deals damage to you takes lightning damage equal to your Intelligence modifier.

Eye of the Maelstrom

18th-Level Battlemind (Storm Disciple) Feature   The storm begins to answer your will, gathering around you with raw power. As an action, you can surround yourself with a tempestuous aura that lasts for 1 minute or until you dismiss it (no action required).   While the aura is active:  
  • You emit an aura of swirling winds and sparks in a 15-foot radius. Ranged attacks that pass through this space have disadvantage.
  • Creatures other than you in the aura have disadvantage on attack rolls against you.
  • Creatures other than you that start their turn in the aura must make a Strength saving throw, being to the nearest unoccupied space outside the winds on a failure.
  • Whenever you teleport, you can choose to leave a surge of thunder behind. Each creature within 10 feet of the space you left must make a Strength saving throw or take thunder damage equal to twice your Intelligence modifier and be pushed 10 feet away from the space.
  Once you use this feature, you cannot do so again until you finish a long rest.

Stormwalker

20th-Level Battlemind (Storm Disciple) Feature   You are the storm made flesh. You gain a flying speed equal to your walking speed and can hover.   In addition, the first time you move on each of your turns, you may choose to teleport up to your speed instead of moving normally.   Once per turn, when you teleport this way, choose one creature within 5 feet of the space you appear in. That creature must make a Constitution saving throw, being Stunned until the end of its next turn on a failure. A creature automatically succeeds on this saving throw if you did not teleport at least 25 feet before appearing.

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