Base Class: Wizard
Storm Kings, also known as Uvarkhanns in the Giant Tongue, embody both the storm's chaotic power yet predictable abilities. Wizards who study in this tradition are rare. Many take on this tradition by studying under the tutelage of storm or cloud giants, while others find scrolls and tombs that begin their journey of unlocking the magic inherent to storms, often by adventuring. These wizards are known for being particularly durable and bold, preferring to be up close as opposed to afar. Where the tradition of Storm Kings originally came from is unknown, but they are none the less valued allies.
Technique of the Giants
Upon taking up the traditions of the Storm Kings, you learn the Shocking Grasp and Booming Blade cantrips. These do not count against the number of cantrips you know.
You can speak, read and write Giant.
The Coming Storm
You are infused with the power of storms. Starting at lvl 2 You can enter a heightened state of storm magic, empowered by what type of damage you deal. This state lasts for 1 minute. You have a number of uses equal to your Proficiency Bonus. Regain all uses on a long rest.
Lightning Cloak: A protective magical force surrounds you, manifesting as lightning writhing about your form. Whenever you cast a spell that can deal lightning damage (including cantrips) you gain 3 temporary hit points. If a creature hits you with a melee attack while had those hit points on their turn, the creature takes 3 lightning damage. When you cast a spell of lvl 2 or higher that can deal lightning damage, both the Temporary Hit Point and the lightning damage increase by 3 per spell level.
Whenever you gain Temporary Hit Points, it replaces your current temporary hit points. If you gain THP from a source that is not from your own spells, while The Coming Storm is active, you only deal 3 lightning base dmg.
Thunder Bash: Upon using a spell that deals thunder damage, creatures of your choice within 10ft of you make a Constitution Saving throw vs your spell save DC. If they fail they become disoriented and have disadvantage on their next attack.
Extra Attack
6th-level Storm Kingfeature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Additional you gain resistance to Thunder or Lightning Damage
Lightning Resistance
You seem to have lightning in your very veins! You are resistant to lightning damage
Thunder Resistance
The power of thunder emits from your form. You are resistant to thunder damage
Storm Scribe
At lvl 10 By continuing your studies of runes and storm magic, you have learned to use and inscribe runes. An item can only be inscribed with one rune. Each inscription takes 1 hour to create. Each inscription can be used a number of times equal to your intelligence modifier. All uses regained on long rest.
Thunder: You gain temporary HP equal to the inscribers level in this class. It replaces any current THP you have. While you have THP from this rune, it is considered an active rune, that can as a bonus action be reused to refresh your THP. Each refresh uses up 1 use of the rune. The THP lasts until depleated or a long rest is taken
Lightning: When your next hit a creature with the inscribed item, They must make a con save vs spell dc. On fail they have disadvantage on their attacks until end of their next turn. Must be reactivated after each use to gain the effect again. This rune is considered activate until you successfully hit a creature.
Cloud: Upon being activated, thick fog forms around you for for up to 10 minutes, acting similarly to the Darkness spell, except you and a number of allies (up to int mod) can see clearly in it. It moves with the rune. As long as the fog remains the rune is consider active.
Wind: You and allies within 10ft of the rune gain an additional 15ft of movement for 2 hours. The rune is considered activate during this time.
Rain: You and allies within 15ft of the rune have water-breathing for up to 2 hours. The rune is considered activate during this time.
Sky: The user can cast the spell Levitate at will, without any components or concentration.
Storm: Upon being hit the target and all enemies within 5ft take lightning or thunder (your choice) damage equal to your wizard level. Lasts 1 minute.
The magic and effects of the runes are tied to you. While you can inscribe any number of objects, only a number of runes equal to your int modifier can be active at one time. Activating a rune takes a Bonus action. If one attempts to activate a new rune, the 'oldest' rune deactivates.
Storm King
At lvl 18 the full force of your abilities will be unlocked. You will either become a Lightning Wielder of Thunderbringer depending on your earlier choice
Lightning Wielder
You have become One with Lightning. Sparks of lightning in your eyes, and writhe both within and throughout your form. You are immune to lightning damage. Additional you gain a flying speed of 60ft and a swimming speed equal to your walking speed.
Thunderbringer
Weather it the ever flowing wind about your form, or the sheer boom of your voice, there is no doubt you are immune to thunder damage
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