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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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