Staring at the 1st level you gain a level 1 bonded Storm Dragon. You may telepathically communicate with your bonded dragon while you are within the bond range.
Starting at the 1st level you may add Detect Magic and all 0 EP Storm Powers to your list of Powers known. These are in addition to the number of Storm Powers added to your list of Powers known each level. The maximum amount of EP you can spend on the single use of a Power equals your Dragon Rider class level and you may only use Powers while you are within the bond range of your bonded dragon.
Tailwind: Starting at the 5th level you may add the Tailwind Power to your list of Power’s known.
Storm Resistance: Starting at 1st level you gain resistance to lightning and thunder damage.
Storm Aura: Starting at the 2nd level the area surrounding your body in a 5-foot radius sphere centered on you is engulfed with continuously swirling wind. On your turn you may use your reaction to cause one of the following effects.
Hold - A single creature fully engulfed in the aura must succeed on a Strength save or may not move until the start of your next turn.
Move - A single creature fully engulfed in the aura must succeed on a Strength save or be moved to any other point within the aura of your choosing.
Zap - You shock a single creature touching the aura dealing 1d4 lightning damage
Protect - You increase your armor class by +1 until the start of your next turn.
At the 6th level your Storm aura increases to a 10-foot radius sphere, the zap damage increases to 2d4 and the AC boost increases to +2. At the 10th level the aura increases to a 15-foot radius sphere, the zap damage increases to 3d4 and the AC boost increases to +3. At the 14th level the aura increases to a 20-foot radius sphere, the zap damage increases to 4d4 and the AC boost increases to +4. At the 18th level the aura increases to a 20-foot radius sphere, the zap damage increases to 5d4, and the AC boost increases to +5.
Storm Immunity: Starting at 8th level you gain immunity to lightning and thunder damage.
Weather Control: At the 20th level, as an action you may take control of the weather within 1 mile of you. You must be outdoors to use this ability and the control lasts for up to 10 minutes. Moving to a place where you don’t have a clear path to the sky ends the effect early. You regain use of this ability once you finish a long rest.
When you use this ability, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1 minute for the new conditions to take effect. Once they do so, you can change the conditions again. When the Power ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following table and change its stage by one, up or down. When changing the wind, you can also change its direction. Storm Powers used by you in the area where you are controlling the weather are enhanced. You may add up to an additional 5 EP to any Storm Power used by you in the area you are controlling the weather.
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