Base Class: Warlock
Your patron is a being with mastery over storms and the sky.
Expanded Spell List
1st-level Stormcaller feature
The Stormcaller 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.
Stormcaller Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | fog cloud, thunderwave |
| 2nd | blur, gust of wind |
| 3rd | call lightning, lightning bolt |
| 4th | control water, ice storm |
| 5th | cloudkill, insect plague |
Stormtrance
1st-level Stormcaller feature
You can magically summon the unlimited power of your patron into yourself and expel it through your fingertips. As a bonus action, you enter a trance during which you are imbued with the power of a storm. The trance lasts for 1 minute.
For the duration of the trance, you can use an action to create a bolt of lightning that arcs toward a creature of your choice that you can see within 30 feet. A bolts then leaps from that target to another creature which must be within 30 feet of the first target. A target can be targeted by only one of the bolts.
A target must make a Dexterity saving throw against your spell save DC. The target takes 1d12 lightning damage on a failed save, or half as much damage on a successful one.
This damage increases to 2d12 at 6th level, to 4d12 at 10th level, and to 5d12 at 14th level.
Your stormtrance also gives you one additional benefit which you choose when you gain this ability: Landfall, Superconductor, or Ionic Blink. You can change the chosen ability at the conclusion of a long rest.
Once you use your stormtrance, you cannot use it again until you complete a short or long rest.
Ionic Blink
While your stormtrance is active, you can use a bonus action on each of your turns to teleport up to 30 feet.
Landfall
When you activate your Stormtrance, each creature within 5 feet of you takes lightning damage equal to your warlock level.
Superconductor
Your stormtrances lightning can arc to up to two additional targets beyond the initial target instead of only one additional target.
Shock Grenade
6th-level Stormcaller feature
Starting at 6th level, you can use a bonus action to launch a grenade. You choose the Pulse grenade, the Storm grenade, or the Arcbolt grenade. You can change your chosen grenade at the conclusion of a long rest. When a grenade forces a creature to make a saving throw, the DC of that saving throw is your spell save DC.
You can use your grenade a number of times equal to your Charisma modifier per short or long rest.
Arcbolt Grenade
You can use a bonus action to make a ranged spell attack against a target within 150 feet to throw your arcbolt grenade at it. On a hit, the target takes 1d8 lightning damage and another creature of your choice within 30 feet of the target must make a Dexterity saving throw against your spell save DC. The secondary target takes 1d8 lightning damage on a failed save, or half as much on a successful one.
Pulse Grenade
You can throw your Solar grenade up to 100 feet as a bonus action. It emits lightning in a 5 foot radius and all creatures within that radius must make a Dexterity saving throw. A creature takes 1d6 lightning damage on a failed save or half as much on a successful one. At the start of your next turn, the pulse grenade emits lightning again with the same effect and then dissipates.
Storm Grenade
You can launch a Storm grenade up to 120 feet as a bonus action. It explodes into bolts of energy in a 5 foot radius, dealing 1d10 lightning damage on a failed Dexterity saving throw or half as much on a success
Glide
10th-level Stormcaller feature
Starting at 10th level, you can add your Charisma score to the distance of your long jumps and for every 2 feet you move while long jumping, you only expend 1 foot of movement. You also can make a running long jump with only a 5 foot running start instead of a 10 foot running start. When you make a long jump, you appear to be walking in the air.
Thunderstrike
14th-level Stormcaller feature
Starting at 14th level, you gain a melee spell attack that you can use in place of an unarmed strike to electrify your enemies. The attack uses your spell attack bonus to hit and has a reach of 10 feet.
On a hit, a creature takes 3d10 plus your Charisma modifier lightning damage.
Your Thunderstrike gains one additional property of your choice: Chain Stike, Amplitude, or Rising Storm. You can change this property at the end of a long rest.
Amplitude
The reach of your thunderstrike increases to 15 feet.
Chain Strike
When you hit a creature with your thunderstrike, another creature of your choice within 30 feet of the target must succeed on a Dexterity save against your spell save DC or take 3d10 lightning damage.
Rising Storm
When you hit a creature with Thunderstrike, you can attack them again with Thunderstrike as a bonus action. Once per long rest when you hit with this bonus action attack, you can regain the use of your Stormtrance if it is expended.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/25/2021 4:28:50 PM
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17
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2
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Coming Soon
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