The power to harness lightning from the sky and to create storms. Bestowed to those by the God of Storms, Aeri, one must be born near the sky. Those who have Fulgur are born with an immediate sense of the world. They are smart, logical thinkers who are great budgeting most things in their life. These children grow to become powerful business men/women, or even noble aristocrats. They are wildly intelligent, with some individuals using their power for witchcraft and to aid in alchemic technology.
As a Fulgur, you conjure lightning from thin air, rain down bolts at your command, and redirect the flow of electricity, but as a Halfite, you may only use your gift when electricity is present, or a storm is on the horizon.
Elemental Color: Violet.
Spellcasting Focus: an amethyst crystal encased in a gold shell, with an added chain.
Godly Ability: Craft. Children of Fulgur are able to craft items and infuse them with Artificial Mae (Alchemy) from raw ingredients rather than a standard kit.
Thunder of Aeri: With every attack, whether melee or spell, you give an added 1d6 thunder/lightning damage. This die increases by 2 every 3rd, 6th, 9th, 12th, 15th, and 18th level.
Spells: You have a pool of points known as a Fulgur Tear; the number is equivalent to your spellcasting ability modifier + Arcana. If you don't have a spellcasting ability modifier, use your Wisdom.
You can use a Fulgur Tear to cast spells without expending a spell slot. Fulgur Tears are replenished by leaving an offering at a temple, holy airship, or open field to Aeri.
You can only cast up to the spell slot level that you know and have access to, for example, you cannot cast a 9th Level spell if you do not have access to 9th Level spells. This does not apply to Cantrips. If you do not use spells/are not a caster you only have access to Cantrips. Halfites of Aeri can only use these spells if electricity is present within range.
The following list of spells peer into what you may learn and come across during your time as a Child of Aeri. You are granted four spells of each level, until 9th where you will be granted one spell. You may use a Fulgur Tear to cast any of these spells, if you meet the prior prerequisites.
- Cantrips: Boom Blade, Sword Burst, Lightning Lore, and Eldritch Blast.
- 1st Level: Armor of Agathys, Chaos Bolt, Thunderous Smite, and Thunderwave.
- 2nd Level: Skywrite, Shatter, Misty Step, and Darkness.
- 3rd Level: Lightning Bolt, Call Lightning, Thunder Step, and Pulse Wave.
- 4th Level: Storm Sphere, Gravity Sinkhole, Conjure Minor Elementals (Lightning), and Elemental Bane (Lightning).
- 5th Level: Cloudkill, Control Winds, Synaptic Static, and Wall of Force.
- 6th Level: Chain Lightning, Wind Walk, Investiture of Wind, and Scatter.
- 7th Level: Forcecage, Prismatic Spray (Yellow), Reverse Gravity, and Whirlwind.
- 8th Level: Control Weather, Reality Break, Incendiary Cloud, and Tsunami.
- 9th Level: Aeri's Wrath
Fighting Styles: If you are not a caster, but are recognized as a Child of Aeri, a Fulgur, you still have the Gift of Storms flowing through your veins that may aid you in combat. There are 3 main styles that Aeries teach their prodigies, Tao, Shei, and Fuen. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Tao: Tao refers to the ancient Sevillian script "to support." During a storm, you can grab hold of a lightning bolt (max is equivalent to your Fulgur Tear number), that crashed to the ground within 500ft of you. While grasping the bolts, you and your party gain +3 to all of your attacks, and you can use your action to redirect the flow of electricity to a point of your choosing. On impact, any targets, enemies, or allies take 3d6 lightning damage, and are stunned until their next turn.
Shei: Shei refers to the ancient Sevillian script "of great balance." When concentrating your focus on a single target, the clouds wrap around you in a stormy glare that gives you a +2 bonus to AC, and you are invulnerable to force or lightning damage. Your melee attacks for the next 1d4 rounds are infused with lightning, adding 1d8 extra lightning damage with every successful strike. This effect dissipates after the duration, and the clouds vanish.
Fuen: Fuen refers to the ancient Sevillian script "vast, deep." You invoke the wrath of Aeri right to your soul. During a great storm, you treat difficult terrain as that of normal. You cannot be hit by lightning, as long as you are not wearing any metal. Your movement doubles, you gain a +2 to your AC, and in this condition you are able to cast a lesser form of Lightning Bolt.
A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
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