Base Class: Warlock
You have made a pact with a living mass of arcane weather. It might be a violent and enduring force, brought into sentience accidentally by wild magic. It might have been conjured into existence by a wizard who then lost control of it, becoming an arcane super-cell that has long since annihilated all animal life on the world in which it was born. It might be an ancient nature spirit carrying out an elaborate mating dance with a specific coastline, stepping from gentle breezes in one season to city-destroying hurricanes the next, utterly oblivious to the damage and death it causes. Your patron may be sentient and intelligent enough to communicate with you on terms you can understand, or it may have an ineffable consciousness and only be peripherally aware of you, thinking of you the same way it thinks of water vapor that it has spun into itself to expand the size of its clouds. It can be native to this plane or any other where nature can wreak destruction. Storms such as these typically have no concept of good and evil or even law and chaos, and instead see life and existence on a scale that runs between gentle calm and raging fury.
Expanded Spell List
The Storm lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Storm Expanded Spells
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Spell Level |
Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
In the Eye of the Storm
Starting at 1st level, your commitment to your patron lessens the effect on you of environmental conditions that would hinder or harm you.
You can move normally in any difficult terrain caused entirely by weather, including rain, wind, and ice, and you have advantage on any saving throw against being pushed or knocked down by wind, magical or not. Your vision and hearing are not impaired in any way by natural or magical weather conditions, including rain, snow, wind, and darkness or dim light caused by cloud cover.
Weather Sense
Starting at 1st level, you develop a deep understanding of weather patterns and how they effect the environment. Any time you make an Intelligence(Nature) check to recall information or details about weather conditions or effects, you can add double your proficiency bonus to the roll whether you are proficient in Nature or not.
Additionally, you have an unerring sense of approaching weather conditions. As an action, you can predict what the weather will be like at a specific time up to 1 day in the future at a specific physical place up to 10 miles from your current location. You can also determine what the weather was like at a specific time up to 1 day in the past at a specific physical place up to 10 miles from your current location. The prediction includes details such as temperature, humidity, strength and direction of the wind, precipitation, and anything else you want to know that the DM deems relevant. Looking into a very specific location (for example, determining the weather "tomorrow morning in Neverwinter Harbor") will grant very specific details while a very large area (for example, determining what the weather will be like "over the next 24 hours as far as I can sense along the Sword Coast") is more likely to give you a vague, general impression. Regardless, the prediction is always accurate. Your ability to predict the weather increases when you reach certain levels in this class; at level 9, you can learn the details of the weather up to 7 days in the future or past and up to 100 miles from your current location. At level 18, you can learn the details of the weather up to 1 month in the future or past and at a location up to 1000 miles from your current location.
Attempting to determine the weather in a location that by its nature has no weather patterns (such as a mine shaft or cave) fails automatically. This feature cannot predict weather on a plane of existence that you are not currently on. Additionally, this feature cannot in any way predict magical alterations to the weather, only what would have naturally occurred had no magic been used. However, you know immediately if a weather effect or weather pattern you can perceive is in any way is magical.
Once you use this feature, you cannot use it again until you complete a long rest.
One With Nature's Fury
Starting at 6th level, your bond with your patron moves beyond simply sheltering you from the elements and allows you to draw on them for power and protection.
Whenever you are exposed to a non-magical weather or environmental effect caused by weather that would normally impose disadvantage on an attack roll, you instead gain advantage on all spell attack rolls, and your spell save DC is increased by 1 as long as the effect continues. In these conditions, you can also use your reaction to automatically succeed on any saving throw made to resist a spell or attack that deals lightning, thunder, or cold damage.
Additionally, any time you are initially exposed to such an effect, you gain temporary hit points equal to your Warlock level + your charisma modifier. You cannot gain temporary hit points from this feature again until you either roll initiative or complete a short or long rest.
Harnessing the Storm
Starting at 10th level, you begin to understand the true nature of the weather around you and gain the ability to take control of existing, non-magical environmental conditions. Whenever you are exposed to one of the environmental conditions listed below, you gain temporary access to the associated spells shown in the table. All spells you cast using this feature are Warlock spells for you, and use your Warlock spellcasting modifier and spell save DC.
You can cast one of the spells from each environmental condition listed once without using a spell slot or material components. After doing so, you cannot use this feature to cast a spell from that environmental condition again until you have finished a short or a long rest, but you can still cast others from other conditions if you have not yet used them.
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Non-magical environmental condition |
SPELLS |
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Strong or Gusting Wind |
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Steady or Torrential Rain |
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Powerful Electrical Storm |
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Heavy Snow or Sleet |
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Firestorm; any natural fire large enough to create its own weather pattern |
Unstoppable Momentum
Starting at 14th level, you gain the ability to tap in to the unrelenting and continuous raw arcane power of your patron. Whenever you cast a spell using a Warlock spell slot or Warlock class feature that requires concentration, you can use this feature to forgo the concentration requirement; the spell instead automatically lasts for its full duration. You must choose to do so at the time you initially cast the spell. You can continue to manipulate or alter the spell as though you were concentrating on it if the spell's description so allows. You can only use this feature for one spell at a time, but you can simultaneously use your concentration on another spell as normal. Once you use this feature, you cannot use it again until you complete a long rest.
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