Base Class: Ranger
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Storm Magic
3rd-level Storm Chaser feature
You learn an additional spell when you reach certain levels in this class, as shown in the Storm 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 Spells
| Ranger Level | Spell |
|---|---|
| 3rd | thunderwave |
| 5th | gust of wind |
| 9th | call lightning |
| 13th | control water |
| 17th | telekinesis |
Storm Sense
3rd-level Storm Chaser feature
Fog, heavy precipitation, and strong wind do not impose disadvantage on Wisdom (Perception) checks made by you. (see the Dungeon Master’s Guide for rules on heavy precipitation and strong wind).
Surging Soul
3rd-level Storm Chaser feature
As a bonus action, you can give yourself temporary hit points equal into equal to 1d4 plus your ranger level for 1 minute. While you have these temporary hit points, the first time each turn that you hit a creature with a weapon attack, the target takes an additional 1d4 damage. You choose the damage type from the following list each time this damage triggers: acid, cold, lightning, or thunder damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Guiding Vision
7th-level Storm Chaser feature
Each creature of your choice within 30 feet of you also gains the effects of your Storm Sense feature. Additionally, you can see through heavily obscured fog out to 30 feet away.
Shield the Elements
11th-level Storm Chaser feature
As an action you can give yourself immunity to one of the damage types from the following list for 1 minute: acid, cold, lightning, or thunder damage.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Winds of Change
15th-level Storm Chaser feature
Your mastery of the storm allows you to quickly change the tide of battle in your favor. When you get hit by an attack from a source you can see within 10 feet of you, you can use your reaction to force the attacker to make a Strength saving throw against your ranger spell save DC. On a failed save, the target is pushed up to 10 feet horizontally away from you. Whether or not the target failed the saving throw, you also gain the effects of the dodge action until the start of your next turn.
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