Storm Tamer
Storm Tamer Magic
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Storm
Tamer Spells table. The spell counts as a ranger spell for you,
but it doesn’t count against the number of ranger spells you
know.
Storm Tamer Spells
Ranger Level Spell
3rd Zephyr Strike
5th Gust of Wind
9th Thunder Step
13th Freedom of Movement
17th Control Winds
Weather Sense
At 3rd level, your connection to the weather alerts you to
subtle changes in the atmosphere. You can spend one minute
concentrating to accurately predict any non-magical changes
to the weather for the next 8 hours within a 1 mile radius of
yourself.
Gathering Storm
At level 3, you learn to draw energy from the atmosphere to
empower your attacks. You gain one of the following features
of your choice:
Lightning Shot. When you make an attack with a ranged
weapon you may choose to instead fire a lightning bolt from
your weapon. All creatures in a line 60 feet long and 5 feet
wide originating from you in a direction you choose must
pass a Dexterity saving throw against your Spell save DC or
take 1d6 lightning damage.
Thunder Sweep. When you make and attack with a melee
weapon you may choose to instead release a booming sound
with the sweep of your weapon. The target of your attack and
all creatures that are adjacent to both you and the target must
pass a Constitution saving throw against your Spell save DC
or take 1d6 thunder damage.
Damage bonuses, such as those given from spells or
magical equipment, still apply to these attacks. When you
reach 11th level in this class you may add your Wisdom
modifier to the damage of these attacks.
Unpredictable Weather
At 7th level, you learn to make your movements erratic and
unpredictable, like a storm. Whenever you succeed on a
Dexterity saving throw you may immediately move up to 10
feet, not provoking opportunity attacks. If this movement
would put you in a position in which you wouldn't have been
subjected to the original Dexterity saving throw, you suffer no
damage or effects from the effect that caused the saving
throw.
Ride the Winds
At 11th level, the winds are constantly at your side, granting
you movement that was previously impossible. Whenever you
are hit with an opportunity attack your movement does not
provoke opportunity attacks until the start of your next turn.
Additionally, your speed, jump height, and jump distance all
increase by 10 feet and whenever you take falling damage, it
is reduced by half. At 15th level your speed increases by an
additional 5 feet.
Discharge
At 15th level, you learn to momentarily manifest a storm in
your vicinity, battering away attacks targeted at you. As a
reaction when you are hit with an attack you may add +4 to
your AC until the start of your next turn. Any creatures within
30 feet of you that miss you with a weapon attack while this
is active take thunder or lightning damage (your choice) equal
to 1d6 + your Wisdom modifier as lightning and thunder lash
out and distract the attacker.
You can use this feature a number of times equal to your
Wisdom modifier (minimum of once). You regain all
expended uses of it when you finish a long rest.
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