Ranger
Base Class: Ranger

Storm Caller rangers are one of the most at one with the nature of storms, wielding the elemental power of the worst weather to their will. They wash over the land, resetting what needs to be reset, carrying a cleansing rain across the land after the lightning and thunder cuts down the dark. As you roll over the Material Plane, as dark clouds do, you bring with you a rumbling thunder and piercing cold that is unmatched by any weapon.

Storm Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Storm Caller 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 Caller Spells

Ranger Level Spell
3rd thunderwave
5th warding wind
9th lightning bolt
13th storm sphere
17th cone of cold

Cloud Companion

At 3rd level, the power of the storm starts to well up inside you. You can make the damage from your Favored Foe/Favored Enemy feature Lightning, Thunder, or Cold damage (you choose the damage type each time you use the feature). 

Also at this level, you gain the ability to manifest some power of the storm. As a bonus action, you can summon a Large cloud in an unoccupied space within 5 feet of you that lasts 1 minute. You can mount the cloud, using its movement speed as your own. The cloud has 30 feet of flying speed and hovers 5 feet above the ground, but cannot move vertically. While mounted on the cloud, the damage dice from your Favored Foe/Favored Enemy class feature are doubled. You can summon this cloud up to as many times as your Wisdom modifier, gaining these uses back on a long rest.

Tempest Resistance

At 3rd level, you gain resistance to Cold, Lightning, or Thunder damage. (your choice)

Additionally, when a creature attempts to make a melee attack against you, you may use your reaction to swell up the winds, attempting to push the creature away. The creature must make a Strength save against your Ranger spell save DC, or get pushed 10 feet away and miss their attack against you. You may use this feature a number of times equal to your Wisdom modifier, and you regain all uses on a long rest.

Cold

You gain resistance to Cold damage.

Lightning

You gain resistance to Lightning damage.

Thunder

You gain resistance to Thunder damage.

Rain Chaser

At 7th level, you gain more precise storm seeking powers. After finishing a long rest, you will always know the weather within traveling distance for the upcoming day, and you have advantage on tracking creatures with a flying speed, or creatures moving through rain or storm. 

Additionally, your Cloud Companions movement speed increases by 10 feet, and you regain uses of that feature on short rests. Creatures that target you with an opportunity attack while you are this cloud have disadvantage on attacks made against you.  

 

Storms Fury

Beginning at 11th level, your Cloud Companion attacks in sync with you. As a bonus action while your Cloud Companion is summoned, you may make a ranged spell attack (using your Ranger spell attack modifier) against a creature within 60 feet of the cloud. On a hit, the creature takes 4d8 Cold, Lightning, or Thunder damage(your choice). You have advantage on this attack against any creature you hit with a weapon attack this turn. You may use this feature as many times as your proficiency bonus, regaining uses on a long rest.

Eye of the Storm

Starting at 15th level, your Cloud Companion reaches the peak of its power under your watch. The cloud can use its flying speed vertically, and its Storms Fury attack gains an additional effect, depending on the damage type dealt. If the creature must make a saving throw or ability check, it is made against your Ranger Spell Save DC. 

Cold- A creature hit by this attack must make a Strength saving throw or become restrained by ice. A creature restrained by ice must use its Action to make a Strength check, or it will remain restrained. This effect lasts 1 minute or until broken by the creature.

Lightning- After hitting a creature with this attack, you may choose another creature within 30 feet of the first. That creature must make a Dexterity saving throw, taking 3d8 lightning damage on a failure, or half on a success. If the creature fails, you can make this effect jump again, using the same distance rules. This effect can only be used against a creature once per turn, and you cannot target the creature originally hit by this attack. A creature you hit with a weapon attack this turn has disadvantage on their saving throw. The effect can bounce up to 3 times.

Thunder- A creature hit by this attack must make a Constitution saving throw, becoming stunned and deafened on a failure until the end of their next turn. A creature that gets stunned drops whatever it is holding.

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