Base Class: Warlock
Your patron is a powerful commander of storms and destruction, who will often have harsh methods of getting things done that may come across as evil at times, but often leave an eerie sense of calm once they are gone. After making this pact you may notice enjoying storms more than you previously had, finding warm comfort in them rather than exhausting cold. You may also notice that you are more inclined toward chaotic means of achieving what you want. You may disdain the whims of your patron and their trails, but you may come to appreciate them as your power swells.
Expanded Spell List
The Storm Lord 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 Lord Expanded Spells
| 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 |
Eye of the Storm
Starting at 1st level, you ignore rough terrain and disadvantages caused by storms IE: Heavy rain, fast winds etc. In addition you also become aware of any storms that may enter your area for the next 48 hours.
Clap of Thunder
Starting at 6th level, you gain resistance to thunder damage. Additionally when you hit an attack or spell that uses a roll to hit, you can add an extra d6 points of thunder damage to the attack. This die increases to 1d8 at 11th level and 1d10 at 16th level. You can use this feature a number of times equal to proficiency bonus per short rest.
Strike of Lightning
Starting at 10th level, you gain resistance to lightning damage. In addition when you hit a creature with lightning damage you can make that creature make a constitution save against your spell save DC. If they fail the save they become paralyzed until the end of their next turn. You can use this feature once per short rest.
Summon Storm
Starting at 14th level, On your turn you can use a bonus action to summon a storm of furious winds, pelting rain, and brilliant lightning. The storm has a 20ft radius centered on you. Inside the radius is heavily obscured and rough terrain to every creature except you and friendly creatures within five feet of you. Any creature that starts its turn inside the radius makes a Constitution saving throw against your spell save DC. On a failure they take 1d8 lightning, 1d8 thunder, and 1d8 bludgeoning damage. To enter or leave the radius the creature must make a strength save against your DC to escape. On a failure they cannot enter or leave the storm.
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