Ranger
Base Class: Ranger

Through the time you have spent in the wilderness, marveling at the power of nature and the resiliency of life, you have gained a great understanding of the forces of the natural world. The ebb and flow of air currents, the natural cycle of water and heat, the change of the seasons, amongst the other facets of the land have left a great impression on you and have defined the way you view life on the grand scale. Ultimately, at the center of the grand unification that is the world we all live in, you know is the power of the Storm.

Storm Callers have come to understand that storms, while potentially destructive, are nature's great equalizer; all that exists must be kept in check, lest the world become unbalanced. As the protectors of nature and the avatars of its will, it is their duty to bring forth the storms that would keep life itself in check.

How did your character come to this realization? Did they live a life of solitude, learning the lessons of life over a long time in the wilderness? Or did they have their own encounter with a storm, be it physical or metaphorical? Whatever the case may be, your character knows that ultimately what belongs to nature will return to it, and what has gone astray will return in due time-- whether nature will do it itself or not.

Storm Caller 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 witch bolt
5th shatter
9th lightning bolt
13th storm sphere
17th destructive wave

!!! DISCLAIMER !!!

Due to the functionality of the subclass creator on this site, I am unable to publish this subclass and have the spells listed above function properly within the character builder due to licensing (it kept giving me an error every time I tried). Sorry for the lack of functionality, but unfortunately I cannot get the listed spells to add themselves to character sheets as intended. However, since you know what spells you're supposed to have at each level, I hope that you can use that information to play the subclass as intended, with the proper spells, even through this problem. Thank you!

Storm Strike

Starting at 3rd level, you gain the ability to charge your attacks with storm magic. When you make an attack, you can add your Wisdom modifier to the attack roll, and if the attack hits it deals an extra 1d6 lightning damage to the target. Once you use this feature, you cannot use it again until you successfully Recharge (5-6).

The extra damage increases to 2d6 at level 7, to 3d6 at level 11, and to 4d6 at level 15.

Natural Communion

At 3rd Level, whenever you make a Nature check you gain a bonus to the roll equal to your wisdom modifier. Additionally, you gain proficiency in wisdom saving throws.

Lightning Step

Starting at 7th level, you gain the ability to imbue yourself with the power of the storm and move at inhuman speeds. As a bonus action you can teleport to an unoccupied space you can see within 10 feet of yourself and immediately recharge your Storm Strike feature. 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.

Improved Storm Strike

Starting at level 11, when you hit a creature with your Storm Strike Feature, you can choose up to 2 other creatures within 15 feet of the target. These creatures must succeed a Dexterity saving throw against your spell save DC or also take the extra lightning damage from your Storm Strike.

Wrath of the Tempest

At level 15 you are able to call down nature’s wrath itself, smiting its enemies before you with powerful bolts of lightning. As an action, choose up to 5 creatures within 30 feet of you that you can see. These creatures must succeed a Dexterity saving throw against your spell save DC or take 8d6 lightning damage, taking half damage on a success. Once you use this feature you cannot use it again until you finish a short rest.

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