Base Class: Fighter
Tempests are fighters who imbue the fierce, raw power of lightning into their weaponry.
Tempest Focus
You have an incredible bond with your weaponry. Starting from 3rd level, any weapon you can proficiently use can be used as your tempest focus if you meditate with it for 1 hour. You can have a maximum amount of weapon bonds equal to your Charisma modifier (minimum of 1). In order to disband a weapon you have bonded with, you must spend 3 consecutive hours with the weapon that is replacing the current weapon. If you have more than 1 tempest focus at the time of replacing, choose one to disband from. Only one tempest focus may be replaced at one time, meaning you must spend the time required for each tempest focus you wish to replace.
You can’t be disarmed of your tempest focus unless you are incapacitated. If it is on the same plane of existence, you may summon that weapon as a bonus action on your turn, causing it to teleport to your hand instantly.
Weapons used as Tempest Focus deal an additional 1d4 lightning or thunder damage (of your choice) on a successful hit. This damage increases to 1d6 of the same damage type at Lv7, 1d8 at Lv10, 1d10 at Lv14, and 1d12 at Lv19.
Projectiles/Missiles/Bullets may not be attuned to as tempest focus. However, should a ranged weapon that uses projectiles be used as tempest focus, the damaging effect still occurs on all projectiles on a successful hit. Expended projectiles fired by a tempest focus may not be returned to you as a bonus action.
Fortified Storm Resistance
Starting at Lv15, non-hostile creatures have resistance to lightning and thunder damage while they are within 30 ft. of you.
Additionally, you have immunity to lightning and thunder damage.
Wrath of the Storm Lord
Starting from Lv7, when you deal lightning or thunder damage, you can choose to deal the maximum possible damage instead of rolling for damage.
For example, if you successfully use Thunderwave, instead of rolling 2d8 to determine the damage you would deal with that attack, you can instead choose to deal 16 damage. Once you use this feature, you can't use it again until after you complete a short or long rest.
Starting from Lv12, you can use this feature twice between short or long rests.
Starting from Lv17, you can use this feature three times between short or long rests.
This attack will use up most of the destructive energy at your disposal and is taxing on your body, causing you to have disadvantage on attack rolls on your next turn. If you use Wrath of the Storm Lord for 2 attacks in the same turn, once your attack completes, you have disadvantage on all dice rolls until the end of your next turn. If you use Wrath of the Storm Lord for 3 attacks in the same turn, once your attack completes, you instantly take damage equal to half of your maximum hit points (rounded up) and you are stunned.
Windborne
Starting at Lv10, if you are using a tempest focus you've been attuned to for at least 12 hours, you gain the ability to take to the skies during combat. As an action, you can use the arcane properties of the tempest focus to manipulate the aerial current, envelop yourself in stormy gusts and gain the ability to fly for up to 5 minutes or until you land, 10 minutes during stormy weather. While airborne, you can move up to 100 ft. high, and up to twice your walking distance per turn. Using Windborne, initially going airborne costs no additional movement.
If you come down with an attack from a height of 90 ft. or higher from above the target, you crash down like lightning itself and have advantage on your attack roll. If you hit, deal an additional 1d12 lightning damage on your attack. If you miss, you instead take 2d8 bludgeoning damage [rolled by you or your DM] and must make a Constitution saving throw [DC 17 flat]. If you fail, you are knocked prone.
If you land before time runs out, you must use a bonus action to start flying again.
This ability cannot be used out of combat for exploration balancing reasons. Refer to your DM before using out of combat.
Tempest Release
Starting at Lv3, you can partially release the electric energy stored in your tempest focus.
While using a tempest focus, you may cast Thunderwave as an action [DC = 8 + proficiency + CHA modifier] by ramming your tempest focus into the ground. You may use this effect up to two times until you complete a short or long rest. Thunderwave improves at Lv10, increasing the damage to 4d8 and being usable an additional time.
While using a tempest focus you've been attuned to for at least 12 hours, you may cast a weakened version of Lightning Bolt as an action [DC = 8 + proficiency + CHA modifier] by pointing your tempest focus in the direction you wish to cast it. You may use this effect one time until you complete a short or long rest. The weakened Lightning Bolt deals 4d6 Lightning damage on a failed save, or half as much on a successful one.
Lightning Bolt improves at Lv10, increasing the damage to 8d6. Lightning Bolt improves once more at Lv18, increasing the damage to 12d6 and being usable an additional time.
Indignation
Before you may use this ability, you must at some point perform the ritual known as Call Down The Thunder. During a stormy night, you must sacrifice an intelligent, conscious being by striking it with lightning in the name of Talos. Once you have completed the ritual, all further lightning based attacks you make will appear with black, vengeful lightning. [You only have to perform this ritual once during your journey, unless otherwise specified/demanded by your DM.]
Starting at Lv18, you achieve mastery over the tempest itself, with a little help from a deity.
During your turn, as a bonus action, you may start channeling heavenly energy into your tempest focus, absorbing static electricity from the air around you. Once you have started channeling Indignation, you must spend the following turns using your action to continue Indignation if at all possible. During this time, you can continue to move as normal, and you may use your bonus action to move or reactivate Windborne. Using a reaction will prematurely end Indignation.
While channeling, the crackling static completely envelopes your body and soul, and you gain +3 to AC against ranged attacks as well as +3 to saving throws until Indignation ends.
Once you have completed two turns of´channeling Indignation, the next successful attack with your tempest focus will unleash the fearsome power of Talos, as an endless stream of radiant, solid black lightning pierces into a single enemy with inconceivable might. The affected enemy must make a Constitution saving throw [DC = 33 flat]. On a failed save, the creature takes 12d20 lightning damage. On a successful save, the creature takes half damage.
Once the power of Talos has been unleashed, Indignation ends. You may only use this ability once between long rests.
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