Wizard
Base Class: Wizard

Wizard's of this arcane tradition are knowledgeable of storms and their intense studies have connected them to storms in an unexplainable way. These wizards are often reclusive and retreat to storm watch towers where they compile research on the magic leading weather. As a simple side effect of their knowledge they can to some degree command the forces behind storms to condense and expand to their whims. 

 

These Wizards often have a few of the following physical traits. 

  1. Lightening scars that span over their body. 
  2. You can see the sky's weather patterns in their eyes. 
  3. They always smell like fresh rain. 
  4. Clouds sometimes form around them. 
  5. When they speak you can hear the echo of the wind in their voice. 

Storm Savant

The gold and time you must spend to copy a spell dealing cold, thunder or lightening damage into your spellbook is halved.

Storm Calling

Starting at 2nd level when you select this school, you can always forecast the weather for the next 24 hours in the region you are in. In addition from your study of storms you can use the Shocking Grasp cantrip, this does not count against the number of Wizard Cantrips you know and is always prepared. 

 

Shielding Gales

Starting at 6th level, you have a mastery of storms so great that clouds form at your side to defend and empower you. The clouds naturally float around you and you can control their appearance while they are conjured. You gain the following effects. 

Resistance to Cold Damage

You can change the damage type of any spell to Thunder or Lightning

+1 to AC  

This feature can be canceled by a Dispel Magic or other anti-magic effects. If the Shielding Gales are dispelled they take an action to reform, you can reform them up to your Proficiency Bonus.

Storm Cell

Beginning at 10th level, as an action you can summon one storm per long rest. You are able to shape 1 of 5 storms affecting a 50ft radius centered on yourself. 

  1. Wind Storm: You can chose the direction that the wind blows each turn. While the storm is active, moving with the wind increases speed by 15ft and reduces speed by 15ft if you move against it. 
  2. Fog Storm: While you and a number of allies equal to your proficiency bonus can see clearly through the fog any that are not granted sight will see a plethora of illusive figures, beasts and structures while lost in the fog. 
  3. Acid Rain: Your can condense the impurities in the air to rain acidic droplets down. While in effect the storm deals 1d6 Acid Damage to creatures and plants but double the damage to Structures. In addition the storm will hurt EVERYONE (including yourself) in the radius unless you are covered. 
  4. Howling Cyclone: You enrage the winds creating a cyclone to form. The Cyclone is a 20ft wide cylinder and can move 80ft per turn and deals 4d10 bludgeoning damage on impact. Any creature that ends its turn in the cyclone must make a CON save equal to your Spell Save DC.
  5. Clear Skies: You suppress clouds to create a beautiful clear sky. While this is in effect you have advantage on all Charisma Skill checks and saves. 

Lightening Conduit

Your Shielding Gales are now charged and gain the ability to blast incoming enemies a number of times equal to your proficiency bonus. If a hostile creature attacks you, you can make use your Shielding Gales as a reaction to strike it with a bolt dealing 3d6 lightning damage as well as stunning it until the end of your next turn on a failed Dex Save, on a success it takes half as much damage and is not stunned. 

In addition you now add your INT modifier to spells that have the damage type you choose. You may choose between Lightning, Thunder or Cold Damage and may choose a different type from the list after a long rest. 

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9/7/2023 9:56:00 PM
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