Curse Of The Stormbound Image

Your soul is bound and cursed by a source of primal and ancient magics, and it has influenced both your physical and your magical forms.

Ability Score Increase. 

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Storm Conduit.

When casting a spell of 1st level or higher that deals lighting damage, you can choose to also deal lightning damage equal to your proficiency bonus to all creatures within 5 feet of you.

 

While you are cursed, you may spend a bonus action to channel the storm within you and usher forth a storm of your own. This ability lasts for 1 minute and you can use it an amount of times equal to your proficiency bonus.

Dormant Form:

       Thunderous Strike:

While your Dormant Form is active, you may deal an extra 1d4 of lightning damage with melee attacks and unarmed attacks.

       Thunderous Cry:

Once per use of your dormant form, you can unleash a shout of thunderous might. All creatures within 10 feet of you must make a Constitution Saving Throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be stunned until the end of your next turn.

      Will of The Storm:

Advantage against the frightened condition while in your Dormant form.

While in your Dormant form, each time you are struck while below half health you must make a Wisdom Saving Throw (DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage). If you fail this saving throw, you will transition into your Awakened form for 1d6 rounds.

Awakened Form:

        Thunderous Smite:

While your Awakened Form is active, you may deal an extra 2d6 of lightning damage with melee attacks and unarmed attacks.

         Scream of The Winds:

Once per use of your Awakened form, you can unleash a cry of rushing winds. All creatures within 15 feet of you must make a Constitution Saving Throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be stunned for 1d4 rounds and are pushed back by 10 feet.

         Resolve of The Storm:

Advantage against the frightened and charmed condition while in your Awakened form.

While in this form, you must make a DC 12 Charisma Saving Throw at the start of your turn. Failing this save means that you will not have full control of your character, and the DM has permission to help direct your turn. On a successful save, you have full control for that turn. The Saving Throw can be made at the start of each turn, but will increase by 1 for every round it progresses.

You may use your Catastrophic Form once per long rest, but this comes with grave consequences.

This Form lasts for 1 minute.

 

Catastrophic Form:

          Lightning Strike:

While your Catastrophic Form is active, you may deal an extra 3d10 of lightning damage with melee attacks and unarmed attacks, and any creature you strike with a melee or unarmed attack will be pushed back by 5 feet.

          Maw of The Storm:

Once per use of your Catastrophic form, you can unleash a devastating scream. All creatures within 30 feet of you must make a Constitution Saving Throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). If a creature fails, they will be paralyzed for 1 minute, take 10d6 lightning damage, and are pushed back by 20 feet. On a successful save, a creature takes half damage and is neither stunned nor pushed.

           The Heart of The Storm:

Advantage on all Wisdom Saving Throws and Ability Checks while in your Catastrophic form.

            Eye of The Storm:

All creatures within 10 feet of you, at the start of their turn must make a Dexterity Saving Throw  (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, a creature will take 2d6 thunder damage and will be affected by difficult terrain. On a successful save, they will be unaffected by this ability.

 

While in this form, you must make a DC 18 Charisma Saving Throw at the start of your turn. Failing this save means that you will not have full control of your character, and the DM has permission to help direct your turn. On a successful save, you have full control for that turn. The Saving Throw can be made at the start of each turn, but will increase by 1 for every round it progresses.

When the duration of  your Catastrophic Form ends, you will become unconscious for 1d4 hours and gain 5 levels of Exhaustion, as indulging this Form is extremely taxing on your body.

Curse Of The Stormbound Image

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