Base Class: Warlock
starting at level three you are linked to a storm lord who grants you magic from storms of all types from blizards to fire storms
storm surge
once per long rest you can call apon the power of your patron to sommon a remarcably powerful storm granting powerful bonusus to you and your party members
this storm takes the shape of a sphear that is 50 feet across
blinding flash
as a bonus action you can sommon a flash of lightning
all foes on in your storm surge must make a con save of your spell save dc or be blinded
conductive lightning
any metalic weapon within the radius of your storm surge will deal and additional
1d4 at level 3, 1d6 at 6, 1d8 at 9, 1d10 at 12, 1d12 at 15, 1d20 at 18
deafening boom
as a bonus action you can create a boom of thunder
all foes in your storm surge must make a con save using your spell save dc and be deafend on a fail
guiding storms
you spell attack bounus and save dc go up by
+3 at level 3, +5 at level 6, +7 at level 9, +9 at level 12, +11 at level 15, +13 at level 18
healing waters
as a bonus action you can heal an friend within your storm surge by
1d6 at level 3, 2d6 at level 6, 3d6 at 9, and 4d6 at 12, 5d6 at 15, 6d6 at 18
lifting wind
every friend in the storm surge is granted and additional 20 feet of flight speed
obsuring fog
you and your allies gain advantige on all stealth checks
protective ice
increases armor class by
5 at 12th level
7 at 15th
9 at 18th
pulling tornado
as a reaction to a foe getting within striking distance of a friends you can cause them to need to make a strength saving throw against your spell save dc and on a fail you roll 1d4x5 to deturmine how manny feet the foe is brought to the tornado
rejuvinating rain
restores
1d4 hit points at level 3
1d6 at level 6
1d8 at level 9
1d10 at level 12
1d12 at level 15
and 1d20 at level 20
seeping cold
at the start of foes turns they take
3d4 at level 12
4d4 at level 15
5d4 at level 18
slowing wind
you foes treat your storm surge as difficult tarian
storm lords wrath
when you cast a damaging spell you can add
2d10 at 9
3d10 at 15
and 4d10 at 18
of lightning, thunder, or cold damage you have a number of charges equal to your charisma mod plus profincincy bonus
tail wind
you and all allies gain 15 feet of additional movment while inside of your storm surge
thunderhead strikes
the charges for this feature is equal to your charisma modifyer+ proficincy bonus and allows yout to call apon your paron to unleash devistating strikes, you can only make there attack within your storm surge and each has a range of your storm surge
air spear
roll to hit, on a sucsess deal 3d10 piercing and the target must make a strengh saving throw against your spell save dc and on a failed save the target is knocked prone
comet strike
roll to hit, on a hit you deal your carisma modifier+ proficincy in d12s of cold damage as the glacire explodes
crashing bolt
your target must make a dex save against your spell save dc on a fail you crash into them dealing your carisma madifier+ proficincy in d12s of lightning damage
hail strike
your foe must make a dex save aginst your spell save dc on a fail you roll a d20 determaning how many hail stones hit the target rolling 1d8 magical blugening damage per hail stone
ice arrow
you lanch the arrow making a roll to hit on a hit you strike with the arrow dealing 3d10 cold damage and the target must make a con save aginst your spell save dc or lose all movment on its next turn
layerd concusive blast
the target must sucseed on a consitution saving throw against your spell dc on a fail the target is stagered and loses thier next turn
lightning orb
the ball has a range of 20 feet around it and any foe within must make a strength saving throw against your spell save dc and be restrained on a fail taking 1d12 lightning damage at the start of each on its turns until it escapes
lightning strike
your fore makes a dextarity saving throw against your spell save dc on a fail the targe take 3d12 lightning damage and must make a constitution saving throw against your spell save dc or become parilized until the end of its next turn
razor wind
the target must make a dex save aginst your spell save dc and on a fail take your carisma modifer in d10s of magical slashing damage
rolling thunder
the target makes a con save against your spell save dc on a fail roll a d10 to determine how many thunder claps ring each dealing 1d12 thunder damage and causes your target to de deafend
thunder slam
roll to hit, on a sucsess deal 3d10 thunder damage and cause target to make a con save against your spell save dc or get knocked back 1d8x5 feet
wind step flash
roll to hit, on a sucsess deal your carisma modifier+ proficincy bonus in d12s in magical slashing damage also telepoting 5 feet next to the target
storm vessle
any time you land a successful melee attack you add an additional 2d4 lightning damage to the damage roll
cloud mount
your cloud friend has a flight speed equal to your movment speed and cam be sommoned and recalled at will
surge expantion
your storm surge gains an additional 50 feet across
surge explotion
all foes have to make a constitution saving throw against your spell save dc
on a failed save they take half of their max hp as lightning, thunder, or cold gamage on a sucsess they only take i quarter
once this ability is used the syorm surge dissipates takaing any surge benifits with it
Previous Versions
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10/12/2024 9:45:19 PM
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3
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5e 2024
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12/12/2024 1:48:48 AM
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13
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3
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Coming Soon
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