Fighter
Base Class: Fighter

Storm

Summon Storm

At 3rd level, you can use a bonus action to magically manifest your storm in an unoccupied space you can see within 15 feet of you. This storm is a magical, and is a sphere with a radius of 5ft. It lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another storm, or until you're incapacitated.

Your storm has AC 14 + your proficiency bonus, 5 hit points, immunity to all conditions, and immunity to piercing, slashing and bludgeoning damage. If it has to make a saving throw, it uses your saving throw bonus for the roll. On your turn, you can mentally command the storm to move up to 30 feet in any direction (no action required). If your storm is ever more than 30 feet from you at the end of your turn, it is destroyed.

  • Storm Cloak: As a bonus action on your turn, you can choose to cloak yourself with your storm. For up to 5 minutes (maintaining concentration) you have three-quarters cover (you get a +5 bonus to AC and Dexterity saving throws.) You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.
  • When you take the Attack action on your turn, you can choose to attack with your storm, taking any of the following attack actions. At 7th level, each attack gains an additional 1d6 of extra damage, (for a total of 3d6) and at 15th level this become an additional 2d6 of extra damage (for a total of 4d6).                                                                                                                          Lightning: Ranged Spell Attack: + (your DEX modifier + your PB) to hit, range 5/30 ft., one target. Hit: (2d6 + DEX) lightning damage.                                                                                       Hail Storm: Ranged Spell Attack: + (your DEX modifier + your PB) to hit, range 5/30 ft., one target. Hit: (2d6+ DEX) bludgeoning damage.                                                                        Freezing Rain: Ranged Spell Attack: + (your DEX modifier + your PB) to hit, range 5/30 ft., one target. Hit: (2d6 + DEX) cold damage.                                                                                                                                                      
  • When a creature that you can see within 5 feet of your storm moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the storm's space.

Fury of the Storm

At 3rd level, you can heighten your storm's power. Whenever you take the Attack action, you can make one additional melee attack from the storm's position.

You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Eye of the Hurricane

Starting at 7th level, you can create a pocket of safety for yourself and your comrades when traveling through a storm. This pocket can last up to 1 hour, provided you maintain concentration. While you are inside this pocket, which is a 10ft radius sphere, you are completely protected from the effects of any non-magical storm. This pocket has 5 hit points, and an AC of 10 + your proficiency bonus. You can use this feature once, and you regain your use of it after a short or long rest.

Elemental Incarnation

At 10th level, you gain the ability to summon a storm elemental to aid you in battle. This elemental, whose game statistics are detailed below, remains with you for 10 minutes after you summon it, and dissipates into a misty haze if it is killed, disappearing into the ethereal plane.

Storm Elemental

Small Elemental, Neutral
Armor Class 12 + (your PB)
Hit Points 5 x (your level)
Speed 0 ft., fly 50 ft. (hover)
STR
12 (+1)
DEX
20 (+5)
CON
12 (+1)
INT
10 (+0)
WIS
16 (+3)
CHA
6 (-2)
Damage Resistances Lightning, Thunder
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 13
Languages Auran
Challenge  3.2657
Proficiency Bonus (your PB)

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes two gale attacks.

Gale. Melee Weapon Attack: + (5 + your PB) to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Whirlwind (Recharge 4–6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.

If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Heart of Thunder

By 15th level, you've learned to absorb the fleeting magic of your storm. When a storm of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Dexterity modifier, provided you don't already have temporary hit points.

You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Tempest Soul

At 18th level, you can use a bonus action to create two storms with your Summon Storm feature, and these storms can co-exist. If you try to create a third storm, the previous two storms are destroyed. Anything you can do from one storm's position can be done from the other's instead.

In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.

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