Fighter
Base Class: Fighter

The archetypal Storm Caller aims their attention at harnessing the winds around them to enhance their martial techniques. A Storm Caller views the winds they wield as an extension of themselves. Conquer the winds, and soar higher than those around you. 

Roar of Thunder

At 3rd level, your voice can be heard from the heavens. You can use the Thaumaturgy cantrip and you gain proficiency in intimidations checks.

Cutting Winds

At 3rd level, you harness the power of the winds to enhance your strikes and unleash devastation upon your enemies. When you take the Attack action, you can use your bonus action to make a weapon attack or an unarmed strike against a creature within your reach. On hit, the targeted creature takes thunder damage equal to 1d8 + your ability modifier (Strength or Dexterity), and any creatures of your choosing within 5 feet of the target also suffer this damage.

You can use this feature a number of times equal to twice your proficiency modifier. You regain all expended uses of this feature after completing a short rest.

Channeled Storm

At 7th level, your body channels the fury of dangerous storms, allowing you to unleash their power. When you take the Attack action on your turn, you can exchange one of your attacks with one of the following options:

Gale Crash - You can call down a powerful gust of wind to crash down on your enemies. Creatures of your choice within a 10-foot sphere from you must make a Dexterity saving throw. A creature takes thunder damage equal to 2d6 plus your choice of your Strength or Dexterity modifier on a failed save, or half as much on a successful save.

As you grow in power, the destructive force of this attack intensifies. At 10th level, the damage increases to 3d6. It further rises to 4d6 at 15th level and culminates in 5d6 at 18th level

Piercing Jolt - You can charge a weapon or piece of ammunition with a fierce jolt of electricity. Creatures of your choice within a line equal to your weapons range must make a Dexterity saving throw. A creature takes lightning damage equal to 2d4 plus your choice of your Strength or Dexterity modifier on a failed save, or half as much on a successful save.

As you grow in power, the destructive force of this attack intensifies. At 10th level, the damage increases to 3d4. It further rises to 4d4 at 15th level and culminates in 5d4 at 18th level

Calamitous Tempest

At 10th level, you harness the power of the winds to create a chaotic tempest, disrupting and immobilizing your foes. As an action, creatures within a 120-foot radius from you must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. On a failed save, their flying speed is reduced to 0, and their walking speed is halved until the start of your next turn. Additionally, creatures affected by this feature safely descend 60 feet until the start of your next turn.

You have control over the storm's effects, allowing you to designate any number of creatures you can see to be unaffected by this ability when you use it.

Additionally, you gain a flying speed of 30 feet.

Severe Tornado

At 15th level, you command the wind to move creatures around you, akin to trees caught in a swirling tornado. When you successfully hit a creature with Cutting Winds or Channeled Storm, you can force them to make a Strength Saving Throw (DC equal 8 + your proficiency bonus + your Strength or Dexterity modifier) or they are moved 10 feet towards or away from you and knocked prone. 

You can utilize this feature a number of times equal to your proficiency bonus per long rest, allowing you to unleash this commanding force multiple times before requiring a period of rest to recharge.

The Calm

Upon reaching 18th level, your body, mind, and soul have achieved a profound attunement with the storms across the realms. When you or creatures within a 10-foot radius from you take lightning or thunder damage, you can use your reaction to grant yourself and creatures of your choice within 10 feet of you immunity to lightning and thunder damage until the end of your next turn.

Additionally, after each long rest, you gain the ability to cast the control weather spell once. When casting this spell, you and a selected number of creatures you can see at the time are granted resistance against the adverse effects it brings forth. Extreme temperatures, ferocious winds, pelting hail, and other similar effects will have diminished impact upon you and your chosen companions. Notably, this spell does not require concentration and lasts for its full duration, allowing you to focus on other tasks while the weather obeys your command.

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