Base Class: Ranger
Some rangers find themselves drawn to the destructive side of the natural world, chasing the raw, primordial power of the storm. Rangers who embody the Stormcaller archetype are often quick-tempered, hunting down their foes with the ferocity and might of a bolt of lightning. Those bold enough to risk their lives following this path are hardened warriors, nature's wrath incarnate.
Stormcaller Magic
You learn the gust and shape water cantrips if you didn't already know them.
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Stormcaller Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Stormcaller Spells
| Ranger Level | Spell |
|---|---|
| 3rd | feather fall, gust, shape water |
| 5th | warding wind |
| 9th | gaseous form |
| 13th | control water |
| 17th | control winds |
Tempestuous Strikes
3rd-level Stormcaller feature
You have been infused with the elemental might of the storm, enhancing your combat prowess. Once on each of your turns, you can cause one of the following effects, immediately after you hit a creature with a weapon attack:
- The attack's target takes 1d4 lightning damage and must succeed on a Strength saving throw against your spell save DC or be moved up to 10 feet in a straight line closer to yourself.
- The attack's target takes 1d4 thunder damage and must succeed on a Strength saving throw against your spell save DC or be moved up to 10 feet in a straight line away from yourself.
- The attack's target takes 1d4 cold damage and must succeed on a Constitution saving throw against your spell save DC or have its speed reduced by 10 feet until the end of your next turn.
The damage increases to 1d6 when you reach 11th level in this class.
Heart of the Storm
7th-level Stormcaller feature
The primordial forces you command have begun to influence your body in deeper ways, allowing you to resist the might of the storms you unleash or are subjected to. Choose cold, lightning, or thunder damage. You gain resistance to the chosen damage type. As part of a long rest, you can choose a new damage type from the list to gain resistance to.
Heart of the Storm (Cold)
You gain resistance to cold damage.
Heart of the Storm (Lightning)
You gain resistance to lightning damage.
Heart of the Storm (Thunder)
You gain resistance to thunder damage.
Wind Rider
11th-level Stormcaller feature
You have learned to call upon the primal magic of the storm to augment your combat prowess. Your walking speed increases by 10 feet. Additionally, when you take the Attack action, you can fly up to 10 feet before each attack. This movement does not provoke attacks of opportunity.
Maelstrom's Wrath
15th-level Stormcaller feature
The time you have spent around and within the storms has granted you a measure of the storm's primordial wrath to protect yourself in battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn. As part of the same reaction, you can make one weapon attack against your attacker, dealing an additional 2d6 cold, lightning, or thunder damage (your choice) on a hit.
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.
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Posted Sep 6, 2023I like most besides level 3 ability and level 11