Sorcerer
Base Class: Sorcerer

Storm Callers are created in the most bizarre way. A giant storm would be destroying the landscape, sinking ships, or ruining kingdoms. Only to suddenly seem to disappear without any explanation on why. Days later a child would be sparking, a farmers land would get water when he needed it, or a lone stranger in a tavern will be unable to sleep from all the unused energy. All eventually embrace the storm hoping to one day improve their lives.  Nature is unforgiving. So why not embrace it.

Storm Rolling In

1st-level Storm Caller feature

The storms energy flows through your veins resulting in you moving 10 ft. faster

Lightning Spirit

1st-level Storm Caller feature

You can use a action to summon a lightning spirit to assist you in combat. You can use this ability 2 times per day. This spirit fires magic darts that hit the target without a need to roll to hit starting on the round it was summoned. The shield spell blocks these projectiles completely. All darts hit the same target. The number of darts is equal to your proficiency bonus. Spirit lasts as long as your charisma modifier. This ability is restored on a long rest or you may use 2 sorcery points to reuse this ability if no uses are available.

Part of Nature

1st-level Storm Caller feature

Due to having the magical connection to storms you have access to the druid spell list.

Become The Storm

6th-level Storm Caller feature

Become the embodiment of the storm until your next turn. On the turn of activation, and as an action on upcoming turns, you can release a 40 ft. cone of lightning that deals 5d6 plus your charisma modifier in damage. You also move 10 ft. faster. At the start of your turn after activation this ability you may spend 2 sorcery points to keep the form going until the next turn. You regain this ability back after a long rest. You can use 2 sorcery points to start the ability again after it was used.

Increases to 8d6 at level 14.

Directing the Storm

6th-level Storm Caller feature

Perform a ranged attack on a creature within 60 ft. If you land your attack your lightning tethers to the creature. You deal 5d10 plus your charisma modifier in lightning damage to the target you damaged. On your next turn you may use a action and 3 sorcery points to roll for damage again against the same creature. Target must not be in full cover in order to perform this damage again. You regain this ability back after a long rest. You can use 3 sorcery points to use this ability again after it was used.

Increases to 8d10 at level 14.

Arc Jump

14th-level Storm Caller feature

Becoming a lightning bolt to jump from one location to the next. You may teleport to a unoccupied space that you can see within 30 ft. as a bonus action. You can use this ability equal to your charisma modifier.

Helping Spirits

18th-level Storm Caller feature

5 Friendly creatures within 30 feet of you when you use lightning spirit gain a lightning spirit to assist them in combat. The spirit you give to friendly creatures is based off your lightning spirit.

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