Base Class: Ranger
Both Vagabond and Weatherwise savant, these uncommon ramblers wander where the sky grows restless, forever drawn to the cold gales of the north, the silver bolts that cleave storms, and the roaring deluges cast from ever-rising clouds. Those who read the skies and learn the manners of the ruthless tempest.
Level 3: Storm gaze
As a roamer of the Mistral, your senses grow bound to the temper of the weather, and every shift in wind, pressure, and storm stirs within you long before the skies reveal their fury.
At 3rd level, As long as the sky is visible to you, you instinctively know the weather and atmospheric conditions in an area, centered on you, with a radius equal to 0.5 kilometers × your Wisdom modifier (minimum of 0.5 kilometers).
Furthermore, while within natural or magical stormy weather, you are unaffected by environmental effects that do not directly inflict damage, such as penalties to perception checks, difficult terrain, or disadvantage on attack rolls.
Level 3: Light storm release
At 3rd level, once per turn, when you hit a creature with a weapon in which you have mastery, you can cause the attack to deal an additional 1d6 lightning, cold, or thunder damage (you choose when using this feature). This extra damage increases to 2d6 at 11th level and 3d6 at 15th level.
Immediately after the attack, you may move up to 3m without provoking opportunity attacks.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 7: Demand of the Mistral Tempest
By 7th level, the weather now answer to your calling, gathering darkened clouds above and unleashing its fury upon those unfortunate enough to cross your path.
As an action, you can summon a raging tempest centered on yourself, which lasts for 1 minute and fills a 60 metter radius around you. The area becomes difficult terrain. In addition, creatures within the tempest have disadvantage on Wisdom (Perception) checks that rely on sight or hearing.
You can use this feature a number of times equal to your Wisdom modifier (minimum of one use), regaining all expended uses when you finish a long rest.
Level 11: Heavy storm release
By 11th level, at the start of each of your turns, any creature marked by your Hunter’s Mark and within the area of your Mistral Tempest must succeed on a Charisma saving throw against your spell DC or take lightning, cold, or thunder damage equal to twice your Hunter’s Mark bonus damage. You choose the damage type when you call your Mistral Tempest.
Level 15: Mistral retribution
By 15th level, When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that attack roll. If the attack misses, you gain temporary hit points equal to 3d6 + your Wisdom modifier until the end of your next turn.
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