Wizard
Base Class: Wizard

Well-versed in the destructive ebb and flow of the Weave, the School of Storms specialises in using complex rituals in any situation, whether it be the heart of battle or a windy mountain top.

Lightning Ritualist

Beginning when you select this school at 2nd level, you have been taught to carve ritual diagrams out of the very Weave itself. When you cast a ritual spell, you can draw out the ritual diagram with lightning in the air, reducing the casting time to 1 action. The ritual still requires material components, but you do not need to produce them for the spell as long as they are on your person. Verbal and Somatic components are not required.

You can use this ability an amount of times equal to your Intelligence modifier per long rest.

Circle of Storms

Also at 2nd level, you can alter the parameters of your spells with a floating ritual. As a bonus action, you can create a ritual circle floating around you for up to 1 hour, requiring concentration. When you cast a spell that deals damage, you can choose to cast it through the circle, altering its damage type to cold, lightning, thunder or magical slashing damage. The circle has an amount of charges equal to your proficiency bonus, with 1 charge being expended per level of spell. Cantrips cast through the circle do not expend charges.

Once you use this ability, you cannot do so again until you complete a long rest.

Mantle of the Tempest

At 6th level, you can bless your allies with protective sigils, lashing out at those who would cause them harm. As an action, you can draw a floating ring of sigils around you or a creature within 5 feet of you, lasting up to 1 hour. When an attack roll is made against them within 60 feet, they can use their reaction to activate the mantle, causing a random effect from the table below:

1d6 effect
1 Swirling winds surround the target, allowing them to move up to their movement speed without provoking opportunity attacks.
2 Lightning springs from the target, forcing the attacking creature to make a Constitution saving throw or become Paralyzed until the start of their next turn.
3 Hailstones fall hard around the attacking creature, forcing them to make a Dexterity saving throw or fall Prone. The ground within 5 feet of them (including the space they occupy) becomes difficult terrain that the target is unaffected by.
4 Strong winds harass the attacking creature, forcing them to make a Strength saving throw or be pushed 20 feet in a direction of the target's choosing.
5 Electricity crackles around the target, turning them Invisible until the end of their next turn. The effect ends early if the target attacks or casts a spell.
6 Numbing frost spreads across the attacking creature, forcing them to make a Constitution saving throw or have their movement speed reduced by 10 feet and be unable to use reactions until the end of their next turn.

A mantle can be used twice before it disappears. You can use this ability an amount of times equal to your proficiency bonus per long rest.

Circle Enpowerment

At 10th level, your rituals can enhance the magical potency of your weaker spells. When you cast a cantrip through your Circle of Storms, it deals increased damage equal to your Intelligence modifier. While your Circle of Storms is active, you gain resistance to cold, lightning and thunder damage.

Eye of the Storm

At 14th level, you can lace your ritual diagrams with defensive warding. While your Circle of Storms is active, you and creatures within 10 feet of you have advantage on saving throws against spells and magical effects, and resistance to cold, lightning and thunder damage. A creature under the effects of your Mantle of the Tempest also gains this benefit.

School Of Storms Image

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