Warlock
Base Class: Warlock

Perhaps your village was sucked away into a violent storm, leaving you as the only survivor. Perhaps a powerful Djinni took pity on your parents struggling to conceive and blessed them with your birth. Regardless of how it came to be, a hurricane of power surrounds your soul, a fundamental force of nature made manifest within you.

Expanded Spell List

The Tempest lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Tempest Expanded Spells

Child of the Cyclone

Starting at 1st level, your soul is engulfed in a raging storm, filling your body with its power. You know the Gust and Shocking Grasp cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. You also do not need to breathe.

One With the Wind

Also at 1st level, your movements are swift like a wrathful typhoon. Creatures have disadvantage on opportunity attacks against you, and you can take the Dash action as a bonus action.

Avatar of the Storm

At 6th level, your body can shift to that of a powerful whirlwind, the wind around you becoming as deadly as bladed whips. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

  • When you transform, creatures within 5 feet of you must make a Strength saving throw against your spell save DC or be pushed back 10 feet.
  • You gain resistance to cold, lightning and thunder damage.
  • When you hit a creature with an attack roll, they must make a Dexterity saving throw against your spell save DC or take an additional 2d6 magical slashing damage. This damage will increase to 3d6 at 12th level, and 4d6 at 16th level.

You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Rush of Air

At 10th level, you can temporarily discorporate your body, becoming a gust of wind. When you move on your turn, you become a racing wind, gliding through the air. You can move as though you can fly, but you become fully corporeal again when you stop and will fall if you are not on solid ground. You can move through the space of another creature regardless of size without a movement penalty. When you’re Prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Hurricane Incarnate

At 14th level, your soul and body become one with the storm, turning you into a force of nature and granting you the following benefits:

  • Your walking speed increases by 10 feet.
  • Your movement no longer provokes opportunity attacks.
  • When you become an Avatar of the Storm, you gain a flying speed of 60 feet and can hover in place.
  • You gain permanent resistance to cold, lightning and thunder damage, and immunity while you are an Avatar of the Storm.
  • When you use your Rush of Air, if you move through the space of a hostile creature, you can cause them to make a Constitution saving throw against your spell save DC or take 1d6 magical slashing damage.
  • When you use your Rush of Air, you can move through gaps as small as 1 inch without squeezing, but will take 1d10 force damage and be forced into the closest available space if you end your turn inside a space too small for your regular body to fit in.
The Tempest Image

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