Unlike most blood hunter orders, the Order or the Stormbringer don't seek out monsters or battles, their only desire is to become closer to what they embody- the storm. One of the most ancient and mysterious orders, the Order of the Stormbringer revel in the power of the world's natural disasters; they actively seek out the strangest and most powerful natural phenomena. From hurricanes to firestorms to blizzards, they are always chasing the perfect storm, to enhance their connection to the pure, primal power of natural disasters.

Improved Elemental Rite

When you join this order at 3rd level, your elemental rites become empowered, granting bonuses whenever used.

Your elemental rite gains extra damage based on your wisdom modifier. Every time you may deal damage with your elemental rite, you may reroll the damage die once and take the new result. In addition, your elemental rite damage bypasses any immunity or resistance an enemy may have to it.

Bloodied Tempest

When you drop an enemy to 0 hit points, your crimson rite is strengthened with their blood for one turn. During this time, whenever you would roll to deal damage with your crimson rite, you may roll one additional die. If you manage to drop multiple enemies to 0 hit points, you gain extra dice proportional to the amount of enemies downed, and the duration refreshes.

Aura of the Storm

Aura of the Storm:
Grants resistance to either lightning, fire or ice damage depending on the user's elemental rite. In addition, as a bonus action the user may create a 15 ft radius aura around themselves for one minute. The effects of this aura change based on their elemental rite. This ability can be used an amount equal to your wisdom modifier (minimum of one)

Squall: Any ranged attacks aimed at a creature in the aura has disadvantage, any creature other than the user hit by a melee attack while in the aura has to make a dc(8+proficiency bonus+wisdom) strength check or be knocked prone. In addition, anyone other than the user beginning their turn in the aura must make a dc(8+proficiency bonus+wisdom) dexterity check or take 3d8 lightning damage, half on a successful save.

Firestorm: Any flammable objects, such as clothes or wooden weapons, are immediately set on fire whenever they get within this radius. These objects act as if under the effects of the Heat Metal spell. In addition anyone other than the user who begins their turn in the area must make a dc(8+proficiency bonus+wisdom) dexterity check or take 3d8 fire damage, half on a successful save.

Blizzard: The area under the influence of this ability counts as difficult terrain to everyone except the user. In addition, n addition anyone other than the user who begins their turn in the area must make a dc(8+proficiency bonus+wisdom) dexterity check or take 3d8 cold damage, half on a successful save

Squall Shroud

At 11th level, moving through nonmagical difficult terrain costs you no extra movement. In addition, you can hide whenever you are lightly obscured by natural phenomena such as heavy rain, fire or mist.

Avatar of the Storm

Whenever you drop to under 25% health, pure power begins coursing through your veins as you channel the true spirit of the storm. This effect lasts for one minute, or until you regain your hp over that 25% mark, and this ability can only be used once before requiring a long rest. During the duration, you gain the following benefits:

  • You gain flying speed of 60ft.
  • You may use your crimson rite without requiring loss of any health, and without consuming your bonus action.
  • Any extra die gained with the Bloodied Tempest ability last the duration of Avatar of the Storm, instead of only one turn.
  • You may use your blood maledicts an unlimited number of times without consuming a use.

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