Base Class: Wizard
In the realm of arcane academia, the Forecasting wizards stand as the revered sages of atmospheric mastery. These individuals have devoted their lives to understanding the delicate dance of the elements and forging an unbreakable bond with the ever-changing skies.
The allure of the Forecasting school lies not only in the wizard's ability to predict weather patterns but in their unmatched control over the elements themselves. Whether orchestrating a dazzling lightning storm, summoning a cascade of rejuvenating rain, or shaping the biting winds into a tempestuous force, Forecasting wizards hold a unique position of reverence and fear.
People are drawn to the enigmatic Forecasting wizards for various reasons. Some seek their guidance for agricultural purposes, relying on their ability to ensure bountiful harvests through controlled weather. Others, captivated by the mystique of manipulating elemental forces, flock to learn the secrets of the skies. The Forecasting wizards, in turn, become sought-after figures at the crossroads of magic and practicality.
Communities revere Forecasting wizards not only for their awe-inspiring displays of elemental might but for the foresight they provide. The ability to predict weather changes is a valuable skill in a world where crops, livelihoods, and even battles can be swayed by the capricious nature of the skies. It is said that the most influential rulers keep a Forecasting wizard in their court, ensuring that the fates of nations are not dictated by unpredictable weather.
To be a Forecasting wizard is to wield the very essence of nature, to be both a guardian and a manipulator of the elements. Their lore is written in the clouds, and their spells echo the whispers of the winds. In the eyes of many, the Forecasting wizard is a living conduit between the terrestrial and the celestial—a sage whose mastery over the skies invites both admiration and trepidation.
Natural Barometer
As a Forecaster, you gain proficiency in the Nature skill. Additionally, you learn the Druidcraft cantrip if you don't know it already, and it doesn't count against the number of cantrips you know.
Elemental Attunement
Your connection to the elements of weather grants you the ability to attune to specific elemental aspects. Choose one from Lightning, Wind, or Frost. This choice influences some of your subclass features.
- Lightning: You gain resistance to lightning damage.
- Wind: You gain resistance to thunder damage.
- Frost: You gain resistance to cold damage.
Additionally, when you take damage from the chosen elemental aspect, you can use your reaction to redirect elemental energy. This redirection grants the ability to transfer the damage into temporary hit points equal to your wizard level plus your Intelligence modifier to a chosen ally within 15 feet.
Frost
You gain resistance to cold damage, and the leftover damage is taken by you and redirected to an ally as healing.
Lightning
You gain resistance to lightning damage, and the leftover damage is taken by you and redirected to an ally as healing.
Wind
You gain resistance to thunder damage, and the leftover damage is taken by you and redirected to an ally as healing.
Zephyr's Mark
Based on your attunement, you gain a minor ability that will aide you in your travels.
Gaseous Shift
You unlock the secrets of traversing the ethereal currents of the wind, gaining the ability to step briefly into the Ethereal Plane. As a reaction, you can enter an ethereal state until the end of your turn. Doing so gives you resistance to slashing, piercing, and bludgeoning damage. This ability recharges at the end of a long rest.
Soothing Chill
You deepen your connection with the element of water, gaining the ability to summon a 20-foot circle of torrential rain centered on a point you can see within 60 feet, with magical ice protruding. For one minute, the area becomes difficult terrain for creatures other than you until the start of your next turn. Additionally, the ice provides a soothing effect, granting allies within the area temporary hit points equal to your wizard level plus intelligence modifier.
Storm Rider
You become lightning and travel at an unbelievable rate.
As a bonus action, you can transform into pure lightning, gaining a flying speed equal to twice your current walking speed until the end of your turn. During this time, you can move through creatures and objects as if they were difficult terrain. If you already have a flying speed, the speed granted by Storm Rider is added to your existing flying speed until the end of your turn. Attacks of opportunity cannot be made on you while in this state. This ability recharges at the end of a long rest.
You may also use this as a reaction to become resistant to dexterity-based saving throws.
Tempest's Fury
Unleash the full force of a meteorological tempest. Once per long rest, as an action, you can create a 30-foot radius storm centered on yourself or an ally. This storm persists for 1 minute, exerting the following effects based on your chosen tempest:
Bolts from Above
The skies darken, unleashing a storm of unnatural proportions, causing the following effects:
At the start of each of the subject's turns, each affected creature must make a Dexterity saving throw. On a failed save, they take lightning damage equal to your wizard level. On a successful save, they take half the damage. The energized atmosphere empowers magic. While the storm rages, you gain advantage on Concentration saving throws to maintain concentration on spells.
Galeforce
A massive cyclone of glowing winds with immeasurable power rises, centered on the caster in a 30 ft cylinder.
The caster may manipulate the glowing wind. At the beginning of the caster’s turn, enemies inside must make a saving throw against the caster's Intelligence Spell DC. On a failed save, the caster may push any enemy 10 ft. in their chosen direction. The storm also grants +1 AC to the caster.
The caster is granted a magical armament, a “Windblade,” a sword that the caster is proficient in, dealing 2d8 with the finesse and reach modifiers that use the user’s intelligence modifier for attacks and damage. The weapon may be used as an action or bonus action.
Torrential Snow
A cascade of snow reduces visibility and hampers movement. The storm area becomes lightly obscured, and all creatures within the storm's radius have disadvantage on Wisdom (Perception) checks that rely on sight. Additionally, at the start of each of your turns, creatures within the storm must make a Constitution saving throw. On a failed save, they are blinded/deafened until the start of their next turn.
Natural Disaster
Starting at 14th level, your mastery over meteorological magic reaches its pinnacle. You gain the ability to cast Control Weather without expending a spell slot. Additionally, you can choose one additional Elemental Attunement from Lightning, Wind, Rain, or Snow.
Frost
Your connection to the elements of weather grants you the ability to attune to another specific elemental aspect. Choose one other from Lightning, Wind, or Frost. This choice influences your subclass features.
- Lightning: You gain resistance to lightning damage.
- Wind: You gain resistance to thunder damage.
- Frost: You gain resistance to cold damage.
Additionally, when you take damage from the chosen elemental aspect, you can use your reaction to redirect elemental energy. This redirection grants the ability to transfer the damage into temporary hit points equal to your wizard level plus your Intelligence modifier to a chosen ally within 15 feet.
Lightning
Your connection to the elements of weather grants you the ability to attune to another specific elemental aspect. Choose one other from Lightning, Wind, or Frost. This choice influences your subclass features.
- Lightning: You gain resistance to lightning damage.
- Wind: You gain resistance to thunder damage.
- Frost: You gain resistance to cold damage.
Additionally, when you take damage from the chosen elemental aspect, you can use your reaction to redirect elemental energy. This redirection grants the ability to transfer the damage into temporary hit points equal to your wizard level plus your Intelligence modifier to a chosen ally within 15 feet.
Wind
Your connection to the elements of weather grants you the ability to attune to another specific elemental aspect. Choose one other from Lightning, Wind, or Frost. This choice influences your subclass features.
- Lightning: You gain resistance to lightning damage.
- Wind: You gain resistance to thunder damage.
- Frost: You gain resistance to cold damage.
Additionally, when you take damage from the chosen elemental aspect, you can use your reaction to redirect elemental energy. This redirection grants the ability to transfer the damage into temporary hit points equal to your wizard level plus your Intelligence modifier to a chosen ally within 15 feet.
Previous Versions
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